Claim Missing Document
Check
Articles

Found 12 Documents
Search

The use of M-Learning in Teaching English for Civil Engineering Students Dharmawati, Dharmawati
Sinkron : Jurnal dan Penelitian Teknik Informatika Vol 4 No 2 (2020): SinkrOn Volume 4 Number 2, April 2020
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (391.849 KB) | DOI: 10.33395/sinkron.v4i2.10505

Abstract

This research had aimed to describe the use of M-Learning in teaching English for Civil Engineering students at Harapan University of Medan. M-learning as Digital teaching materials were made based on the students need which consist of learning materials. M-learning as Digital teaching materials can be used by lecturer to create more interesting learning materials, by adding videos and animations. The use of M-learning as digital teaching materials was examined based on concepts understanding and students’ response. The subject of this research was 25 students of engineering students. The concepts of understanding were measured by exam test. The students' response was measured based on Likert-scales. The data analysis used was a descriptive statistic. The method of this research was quantitative method. Waterfall model was used in designing M-learning material. The results of this research is the score of students’ conceptual understanding x = (85 ± 8) and students’ response can be categorized very good (percentage of effectiveness are 85%). The results showed that the use of M-learning as digital teaching materials are effective to use in teaching English for civil engineering students at Harapan University of Medan.
Aplikasi TOEP (Test of English Proficiency) Berbasis Android untuk Sertifikasi Dosen Dharmawati, Dharmawati; Mardiana, Mardiana
Sinkron : jurnal dan penelitian teknik informatika Vol. 2 No. 1 (2017): SinkrOn Volume 2 Nomor 1 Oktober 2017
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (462.39 KB)

Abstract

Test of English Proficiency adalah tes kemahiran berbahasa Inggris yang disingkat TOEP. Tes ini mengukur kemahiran ber bahasa Inggris peserta tes tanpa ikatan dengan kurikulum apapun. Artinya, TOEP dapat diikuti oleh siapapun yang ingin mengetahui tingkat kemahiran berbahasa Inggrisnya. Tujuan pembuatan Aplikasi TOEP berbasis android sebagai alat bantu untuk dosen di lingkungan STT Harapan dalam berlatih tes TOEP sebelum mengikuti ujian TOEP sesungguhnya. Pendekatan yang akan digunakan adalah pendekatan objek dan metode yang digunakan untuk merancang dan membangun aplikasi ini adalah menggunakan metode R&D (Research and Development) yang berbasis android. Dengan adanya aplikasi ini diharapkan dapat menambah wawasan, dan motivasi belajar serta tentunya dapat memiliki nilai TOEP yang tinggi bagi dosen STT Harapan dalam mencapai kelulusan sertifikasi dosen
Pembelajaran Tajwid Bagi Anak Berbasis Teknologi Informasi Pulungan, Sahmiar; Dharmawati, Dharmawati
Berdikari: Jurnal Inovasi dan Penerapan Ipteks Vol 9, No 1 (2021): February
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/berdikari.v9i1.9535

Abstract

This community service activity aims to extend the knowledge and to motivate children in reading Al-Qur’an well and correctly using tajwid application. The activity was done in Masjid Babussalam Pasar X Tembung, Percut Sei Tuan District, Deli Regency, Serdang. The activity targets were the children around the environment of Masjid Babussalam. The methods used in this activity were lecturing and practice. There are 3 stages of this implementation activity namely preparation, implementation, and evaluation. The activity results are the increased ability of the children in comprehending and in understanding as well as in using tajwid application in Al-Qur’an learning. If seen from the evaluation, it is found that the children feel enthusiastic and happy in learning Al-Qur’an using this application.
Pembelajaran Tajwid Bagi Anak Berbasis Teknologi Informasi Pulungan, Sahmiar; Dharmawati, Dharmawati
Berdikari: Jurnal Inovasi dan Penerapan Ipteks Vol 9, No 1 (2021): February
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/berdikari.v9i1.9535

Abstract

This community service activity aims to extend the knowledge and to motivate children in reading Al-Qur’an well and correctly using tajwid application. The activity was done in Masjid Babussalam Pasar X Tembung, Percut Sei Tuan District, Deli Regency, Serdang. The activity targets were the children around the environment of Masjid Babussalam. The methods used in this activity were lecturing and practice. There are 3 stages of this implementation activity namely preparation, implementation, and evaluation. The activity results are the increased ability of the children in comprehending and in understanding as well as in using tajwid application in Al-Qur’an learning. If seen from the evaluation, it is found that the children feel enthusiastic and happy in learning Al-Qur’an using this application.
Perancangan Aplikasi Game Catur Menggunakan Metode Breadth First Search Berbasis Android Ade, Lestari; Rismayanti, Rismayanti; Dharmawati, Dharmawati
Journal of Computer Science and Informatics Engineering Vol 3 No 3 (2024): Juli
Publisher : Ali Institute of Research and Publication

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55537/cosie.v3i3.871

Abstract

Berbagai upaya telah dilakukan untuk mengatasi kompleksitas permasalahan dalam permainan catur, yang terkenal sulit karena termasuk dalam kategori NP-complete. Sejumlah besar peneliti dan pengembang perangkat lunak sedang mencari cara untuk meningkatkan kinerja komputer dalam menyelesaikan permainan ini. Salah satu pendekatan yang banyak diperbincangkan adalah algoritma Alpha Beta Pruning, yang dirancang untuk mengurangi jumlah simpul yang dievaluasi dalam pencarian solusi optimal. Sebagai alternatif, penelitian ini akan mengeksplorasi penggunaan algoritma Breadth First Search untuk menemukan strategi terbaik dalam bermain catur, dengan harapan dapat meningkatkan tantangan yang dihadapi oleh pengguna dalam menyelesaikan permainan.
Penerapan Animasi 3D Pada Saat Melakukan Gerakan Wourkout Menggunakan Metode Pose To Pose Prayuda, Angga; Khairani, Sumi; Dharmawati, Dharmawati
Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA) Vol. 5 No. 1 (2023): Edisi April
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35447/jikstra.v5i1.696

Abstract

Workout is an activity that someone does to improve or maintain body fitness. Workout does require moving the body with good concentration and coordination so that the results are maximized, if you lose your focus even a little during your workout, the consequences can range from minor to serious injuries. One way to overcome this problem is to take advantage of the existing information and communication technology, namely by making the stages of the process of how to move properly and correctly with an animated display. The purpose of this animated video is to provide direction and an overview of how to make it easier by following the stages simulated in 3D animation. This study discusses one of the methods related to the basic principles of animation, namely the pose to pose method. The discussion of the method is carried out by applying 3D animation when doing workout movements using 3D figure objects to demonstrate the workout movements. The design of the animation in this study was carried out through three stages, namely pre-production, production and post-production using the Blender application. This research succeeded in implementing human movement during workouts in the form of 3D animation.
Implementasi Augmented Reality Sebagai Media Edukasi dan Promosi Aceh Tenggara Menggunakan Metode Markerless Barus, Ilfan Daniel; Usman, Ari; Dharmawati, Dharmawati
Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA) Vol. 7 No. 1 (2025): Edisi April
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35447/jikstra.v7i1.1146

Abstract

The growing development of technology has a positive impact on everyone's activities. Like being able to access tons of facilities and information using only a smartphone and internet connection. However, technology also brings a bad impact as well, easily accessing various information on the internet such as western pop content, K-pop and the like causes a shift in the value of love for local traditional culture of the Indonesian people, in this study specifically Southeast Aceh. Collaboration between technology and traditional culture needs to be done so that all kinds of cultural heritage can still be accessed using smartphones anywhere and anytime. This research aims to implement AR technology as an educational and promotional media using the markerless method. Qualitative research methods with a case study approach are used to analyze data obtained through questionnaire statements. There were 23 questionnaire respondents who stated that 65.2% stated that this application helped recognize the Southeast Aceh region and 47.8% of respondents stated that the experience when using the application was very good and 47.8% of respondents stated that the experience when using the application was good. The conclusion of this research is the formation of an android-based augmented reality application using the markerless method that produces innovative, educational solutions, allowing interactive and realistic experiences in increasing understanding of Southeast Aceh culture and expanding the range of information and enriching user experience through multimedia content such as 3D objects in a real environment without the need for markers.
STRATEGI GURU DALAM MENANAMKAN AKHLAK MULIA PADA ANAK USIA DINI MELALUI METODE BERCERITA DI RA AL-WASHLIYAH SUKA MULIA Dharmawati, Dharmawati; Agustia, Nanda Rahayu
Jurnal Review Pendidikan dan Pengajaran Vol. 8 No. 2 (2025): Volume 8 No. 2 Tahun 2025
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v8i2.44397

Abstract

Penelitian ini bertujuan untuk menganalisis strategi guru dalam menanamkan akhlak mulia pada anak usia dini melalui metode bercerita di RA Al-Washliyah Suka Mulia. Metode penelitian yang digunakan adalah kualitatif deskriptif dengan teknik observasi, wawancara, dan dokumentasi.Hasil penelitian menunjukkan bahwa metode bercerita efektif dalam membentuk akhlak anak dengan strategi utama seperti pemilihan cerita yang relevan, penyampaian yang menarik, diskusi setelah bercerita, dan penggunaan media pendukung. Kendala yang dihadapi meliputi keterbatasan waktu, perbedaan tingkat pemahaman anak, dan kurangnya variasi media, yang diatasi dengan pemanfaatan alat bantu kreatif, keterlibatan orang tua, dan jadwal bercerita yang fleksibel.Kesimpulannya, metode bercerita tidak hanya membentuk karakter anak tetapi juga meningkatkan keterampilan komunikasi dan imajinasi mereka, sehingga menjadi strategi yang efektif dalam pendidikan akhlak sejak usia dini
BATAK TOBA LANGUAGE KINSHIP Hayulina Manurung, Yayuk; Sari Siregar, Fatimah; Dharmawati, Dharmawati; Arda, Mutia; Bismala, Lila
International Journal of Educational Review, Law And Social Sciences (IJERLAS) Vol. 2 No. 2 (2022): March
Publisher : RADJA PUBLIKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54443/ijerlas.v2i2.237

Abstract

This study aims to analyze how the kinship system of the Toba Batak language is compared to the proto language. This research is a quantitative descriptive study using lexicostatistical and glottochronological techniques. This study explains and describes the kinship of the proto language with the Toba Batak language. The kinship of these two languages will be studied using comparative historical linguistic studies. The data in this study were 200 Swadesh vocabularies spoken by each informant. The result of this research is that the Proto language (PAN) and the Toba Batak language have a kinship level of 56.5%. Where in it there are pairs of identical words recorded as many as 33 pairs. or as much as 29% and then 30% of word pairs that have sound correspondence both phonemic and phonetically and have the same meaning from the total data that have word pairs and 46 word pairs or 41% of word pairs that have one different phoneme.
IMPLEMENTASI KURIKULUM MERDEKA MELALUI MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY UNTUK MENINGKATKAN KETRAMPILAN DIGITAL GURU SMA SWASTA AL-MAKSUM MEDAN Hayulina Manurung, Yayuk; Kesuma Nasution, Dewi; Listiana Izar, Sri; Dharmawati, Dharmawati
Martabe : Jurnal Pengabdian Kepada Masyarakat Vol 8, No 4 (2025): MARTABE : JURNAL PENGABDIAN KEPADA MASYARAKAT
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/jpm.v8i4.1383-1388

Abstract

Keterampilan digital untuk menggunakan berbagai jenis media pembelajaran berbasis digital dalam pelaksanaan Kurikulum Merdeka menjadi salah satu tuntutan dan tantangan bagi setiap guru. SMA Swasta Al-Maksum dan tim PKM FKIP Universitas Muhammadiyah Sumatera Utara (UMSU) pada Juni 2023 s/d Oktober 2023 telah menjalin kerjasama melalui pengembangan dan pelatihan guru dalam pemikiran kreatif berbasis proyek untuk menghasilkan inovasi dalam desain perangkat pembelajaran sebagai langkah sekolah dalam rangka penerapan kurikulum tersebut. Pelatihan dan pendampingan selanjutnya masih diperlukan untuk tindak lanjut terkait pada penggunaan ragam media pembelajaran. Hal ini dikarenakan temuan dalam observasi menunjukkan ketrampilan digital guru masih belum maksimal. Penggunaan media power point (PPT) yang digunakan guru masih mendominasi dan sebagai media andalan dalam setiap pembelajaran. Kemudian, buku teks, nonteks, dan bahan ajar menjadi satu-satunya perangkat belajar sehingga siswa yang mengalami kesulitan dalam mengembangkan kemampuan literasi. Pelatihan dan pendampingan guru dalam menggunakan media pembelajaran berbasis Augmented Reality  Dengan bantuan situs web Assembly Education menawarkan solusi untuk meningkatkan ketrampilan digital guru SMA Swasta Al-Maksum Medan. Selain itu kemampuan literasi siswa dan kemandirian siswa dalam pembelajaran dapat meningkat dikarenakan mereka memiliki kemampuan untuk mengakses informasi, bekerja sama dengan orang lain, dan mempelajari bakat mereka sendiri. Peningkatan ketrampilan digital guru bergantung pada kesiapan guru dan dukungan oleh pihak sekolah sehingga pada akhirnya tuntutan dari implementasi Kurikulum Merdeka dapat dipenuhi secara maksimal dan dapat melatih siswa dalam berbagai aspek, seperti disiplin, berani, sopan, dan berbakat.