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Pengembangan Multimedia Pembelajaran Interaktif Berbasis Android Menggunakan Smart Apps Creator (SAC) Huzaima Mas'ud; Arip Mulyanto; Bait Syaiful Rijal; Muthia Muthia; Maemunah M
Jurnal Teknik Vol 21 No 1 (2023): Jurnal Teknik
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37031/jt.v21i1.308

Abstract

The learning process today requires us to use various kinds of learning media to mediate various kinds of student learning styles, one of which is in terms of attracting students' interest in learning and improving learning outcomes. The purpose of this study is to see the advantages of SAC, especially the suitability of SAC to be used as a tool in the development of interactive multimedia learning, this research design will discuss the design of SAC for certain subject matter. In the development of this learning media using R&D research methods that have been modified according to the needs of media development. The results of this study concluded that from the aspect of the appearance of the learning media it was very interesting, the aspect of the content of the material was very feasible and the aspect of usefulness was very useful. The results of student assessment based on the display aspect get a percentage score of 53.3% or very interesting, student assessment based on the content aspect gets a percentage score of 56.7% or very feasible, while the usability aspect gets a percentage score of 56.7% or very useful.
Analisis Sentimen pada Aplikasi Translate Google Menggunakan Metode SVM (Studi Kasus: Komentar Pada Playstore) Sri Ayu Ashari; Muhammad Wahyu Ade Saputra; Esta Larosa; Bait Syaiful Rijal
Jurnal Teknik Vol 21 No 2 (2023): Jurnal Teknik
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37031/jt.v21i2.412

Abstract

This research aims to analyze reviews in understanding the opinions and emotions expressed by users regarding the Google Translate application on the Google Play Store using sentiment analysis. By using the Support Vector Machine (SVM) method in sentiment analysis of the Google Translate application, to get a better understanding of how users respond to the application. This can help developers improve the application experience, responding better to user needs and preferences. This user review analysis uses the SVM method. The measuring tool in this research uses, firstly, the Indonesian Lexicon as a tool to obtain positive and negative results, secondly, term frequency–inverse document frequency (tf-idf) as a support for the results of the evaluation. Google Translate app has a dataset of 1000 user reviews collected from Google play store. The results of analysis using Support Vector Machine produced 95% accuracy, with "no" as the result of the most positive and negative reviews out of 1580 reviews.
Pengembangan Aplikasi Jaringan dan Dokumentasi Informasi Hukum dengan Metode User Centered Design Abd Azis Bouty; Ahmad Azhar Kadim; Bait Syaiful Rijal; Mohamad Syafri Tuloli; Ramadan Kaharu
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.v5i1.17923

Abstract

The JDIH application used by the Regional Secretariat of the Legal Section of Bone Bolango to manage legal information documentation still lacks features in the application. There is no question and answer feature for the public, the function of the search feature is not good, the application user satisfaction survey is not yet available, and the user interface display is not attractive to users. The research objectives are (1) Designing the JDIH Bone Bolango application according to user needs, (2) Applying the User Centered Design method to the JDIH Bone Bolango application, (3) Knowing the user's response to the JDIH Bone Bolango application. The method used is User Centered Design with 4 stages namely specify context of use, specify user and organizational requirements, design solution, and evaluate design of requirements. System testing uses black box testing and sus methods. Data collection techniques using observation and interviews. The results of the study found that the application developed was in accordance with user needs with the calculation results of the SUS method obtaining a result of 84 with an acceptable level, which means that the application can be accepted and used. Aplikasi JDIH yang digunakan oleh Sekretariat Daerah Bagian Hukum Bone Bolango untuk mengelola dokumentasi informasi hukum masih terdapat kekurangan dalam hal fitur dalam aplikasi. Tidak adanya fitur tanya jawab untuk publik, kurang baiknya fungsi dari fitur pencarian, belum tersedianya survey kepuasan pengguna aplikasi, dan tampilan user interface yang kurang menarik bagi pengguna. Tujuan penelitian yakni (1) Merancang aplikasi JDIH Bone Bolango sesuai kebutuhan pengguna, (2) Menerapkan metode User Centered Design pada aplikasi JDIH Bone Bolango, (3) Mengetahui respon pengguna terhadap aplikasi JDIH Bone Bolango. Metode yang digunakan User Centered Design dengan 4 tahapan yaitu specify context of use, specify user and organizational requirement, design solution, dan evaluate design of requirement. Pengujian sistem menggunakan metode black box testing dan SUS. Teknik pengambilan data menggunakan observasi dan wawancara. Hasil penelitian didapatkan bahwa aplikasi yang dikembangkan sudah sesuai dengan kebutuhan pengguna dengan hasil perhitungan metode SUS mendapatkan hasil 84 dengan tingkat acceptable yang berarti aplikasi dapat diterima dan digunakan.
Pengembangan Ruang Kelas Daring pada Mata Pelajaran Dasar - Dasar Teknik Jaringan Komputer dan Telekomunikasi di SMK 1 Wonosari Pangestu, Wahyu Adji; Novian, Dian; Mulyanto, Arip; Rijal, Bait Syaiful
Inverted: Journal of Information Technology Education Vol 4, No 2: Juli 2024
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/inverted.v4i2.25256

Abstract

Pengelolaan kelas pada saat guru tidak hadir atau jam kosong masih belum dimaksimalkan penggunaannya, karena masih menggunakan media Whatsapp, akibatnya pengelolaan atau pendataan materi dan tugas tidak berjalan maksimal, serta belum adanya penerapan ruang kelas daring (LMS) di SMK Negeri 1 Wonosari. Penelitian ini bertujuan untuk menghasilkan sebuah ruang kelas pada LMS yang dapat memaksimalkan jam kosong serta memfasilitasi guru dan siswa agar proses belajar mengajar di kelas 10 TKJ SMK Negeri 1 Wonosari berjalan maksimal. Model pengembangan yang digunakan adalah ADDIE yang terdiri dari 5 tahapan, yaitu : Analysis (Analyze), Desain (Design), Pengembangan (Development), Implementasi (Implement), dan Evaluasi (Evaluation). Hasil penelitian melalui pengujian kelayakan LMS oleh dua ahli materi diperoleh nilai persentase kelayakan sebesar 94% dan termasuk dalam klasifikasi “Sangat Layak”, hasil pengujian  kelayakan ruang kelas daring (LMS) oleh dua ahli media diperoleh nilai persentase kelayakan sebesar 86,67% dan termasuk dalam klasifikasi “Sangat Layak”, dan hasil pengujian kelayakan ruang kelas daring (LMS) oleh pengguna (21 siswa kelas 10 TKJ di SMK Negeri 1 Wonosari) diperoleh nilai persentase kelayakan sebesar 92% dan termasuk dalam klasifikasi “Sangat Layak”. Berdasarkan data tersebut dapat disimpulkan bahwa ruang kelas daring yang dirancang sudah layak digunakan dalam proses pembelajaran.
PENGEMBANGAN MEDIA PEMBELAJARAN INFORMATIKA BERBASIS PENDEKATAN KONTEKSTUAL PADA MATERI BERPIKIR KOMPUTASIONAL Rijal, Bait Syaiful; Rohandi, Manda; Sahda, Siti Sal
Bitnet: Jurnal Pendidikan Teknologi Informasi Vol. 9 No. 2 (2024): Bitnet: Jurnal Pendidikan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/bitnet.v9i2.7908

Abstract

The results of observations found several problems, namely, the lack of variation in the use of media in delivering subject matter, this causes student interest in learning computational thinking material is still lacking. The purpose of the study was to develop and assess the feasibility of web-based learning media using Google Sites with a contextual approach and measure student interest in the media. The method used is Research and Development (R&D) with the ADDIE model. with instruments by media experts and material experts, as well as measuring student interest in learning. The research subjects consisted of 32 students of class X-8 at SMA Negeri 1 Kabila. The results showed that (1) learning media obtained a very feasible assessment from media experts with a percentage of 81.25% and from material experts with a percentage of 97.08% (2) Student learning interest in this media was also high with a percentage of 70.24%. It can be concluded that web-based learning media is declared feasible to use for computational thinking material. The research suggestion is for teachers to continue to develop the use of this web-based learning media for various other materials, and for further research to expand the scope of using the media in all classes and subjects, so that it can support independent learning that is fun and motivating for students.
Pengaruh Model Pembelajaran Kooperatif Tipe Two Stay Two Stray Terhadap Minat Belajar Siswa Pada Mata Pelajaran Informatika Kelas X Paulutu, Masniyati; Hadjaratie, Lillyan; Rijal, Bait Syaiful
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 6, No 2 (2024): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/31484

Abstract

Penelitian ini dilatarbelakangi oleh kurangnya minat belajar siswa pada mata pelajaran informatika. Salah satu faktor yang mempengaruhi minat belajar siswa adalah kurangnya penggunaan model pembelajaran. Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran kooperatif tipe Two Stay Two Stray (TSTS) terhadap minat belajar siswa pada mata pelajaran informatika kelas X di SMA Negeri 3 Gorontalo Utara. Penelitian ini menggunakan metode penelitian pre-experimental dengan design One Group Pretest Posttest yang dilakukan di SMA Negeri 3 Gorontalo Utara. Adapun sampel dalam penelitian ini yaitu kelas X-A dengan jumlah 28 siswa. Instrumen yang digunakan berupa angket untuk minat belajar siswa. Berdasarkan hasil penelitian yang didasarkan pada analisis data dan pengujian hipotesis, didapat bahwa model pembelajaran kooperatif tipe Two Stay Two Stray (TSTS) memberikan pengaruh signifikan terhadap minat belajar siswa. Maka dapat disimpulkan bahwa model pembelajaran kooperatif tipe Two Stay Two Stray (TSTS) berpengaruh terhadap minat belajar siswa kelas X pada mata pelajaran informatika kelas X di SMA Negeri 3 Gorontalo Utara
Pengaruh Metode Pembelajaran Mind Mapping Terhadap Motivasi dan Hasil Belajar Siswa Pada Mata Pelajaran Dasar-Dasar Teknik Komputer Jaringan dan Telekomunikasi Mas’ud, Huzaima; Suhada, Sitti; Izah, Nurul; Bouty, Abd. Azis; Pakaya, Nikmasari; Rijal, Bait Syaiful
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 6, No 2 (2024): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/31757

Abstract

This research is motivated by the lack of motivation and learning outcomes of students in the subject of basic computer network and telecommunication engineering. One of the factors that affect student motivation and learning outcomes is the lack of use of learning methods. The mind mapping learning method is a creative, effective and literally note-taking technique that will map thoughts very simply, so that it can improve student motivation and learning outcomes. This study aims to determine the effect of the mind mapping learning method on student motivation and learning outcomes in the subject of basic computer network and telecommunication engineering of class X TKJ-A with 26 students and class X TKJ-B with 27 students. The instruments used were questionnaires for student learning motivation and test questions (posttest) for learning outcomes. Based on the results of the study based on data analysis and hypothesis testing, a significant value of 0.000 <0.05 was obtained where Ho was rejected and Ha was accepted where the mind mapping learning method had a significant effect on student motivation and learning outcomes. So it can be concluded that the mind mapping learning method has an effect on the motivation and learning outcomes of class X TKJ students in the subject of basic computer network and telecommunications engineering at SMK Negeri 1 Suwawa.Keywords: Mind Mapping learning method, Learning motivation, Learning outcomes
Development of Interactive Learning Media using Adobe Animate for Computational Thinking Materials Dwinanto, Arif; Bouty, Abd. Aziz; Latief, Mukhlisulfatief; Novian, Dian; Rijal, Bait Syaiful; Rambing, Ilsan
Jambura Journal of Informatics VOL 6, N0 2: OKTOBER 2024
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v6i2.28064

Abstract

Based on initial observations conducted at SMA Negeri 1 Tilamuta, researchers found several problems in the learning process, including students often leaving the classroom during lessons and having difficulty understanding the material given by the teacher. The purpose of this study was to determine how to develop interactive learning media, to determine the feasibility test in media development, and to determine the practicality test or user response. The method used in this study is R&D (Research and Development) with the ADDIE approach model consisting of 5 stages, namely analysis, design, development, implementation, and evaluation. The results of the feasibility test in the interactive learning media validity test category for media experts are in the "very feasible" category with a percentage of 92%, and material experts are also in the "very feasible" category with a percentage of 90%, and the results of the practicality test or user response to interactive learning media on computational thinking material are in the "very feasible" category with a percentage value of 94%.
Pengembangan Sistem Informasi Pengelolaan Data Diri Peserta Didik Menggunakan Metode Prototype di Raudhatul Athfal Almourky Nur Zalfaa Alfathi Mohi; Muhammad Rifai Katili; Nikmasari Pakaya; Tajuddin Abdillah; Sitti Suhada; Bait Syaiful Rijal
Diffusion: Journal of Systems and Information Technology Vol 4, No 2 (2024): July 2024
Publisher : Gorontalo State University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37031/diffusion.v4i2.25611

Abstract

Pengelolaan data memiliki peranan yang penting di berbagai sektor, termasuk dalam lembaga pendidikan seperti Raudhatul Athfal Almourky. Saat ini, pengelolaan data peserta didik di Raudhatul Athfal Almourky masih terdapat beberapa permasalahan seperti; data-data peserta didik baru, data peserta didik aktif, maupun data alumni masih ditulis pada buku induk sehingga proses pencarian data memakan waktu yang lama, formulir-formulir pendaftaran di kumpulkan dan disatukan ke dalam buku album besar. sehingga memakan banyak tempat penyimpanan di lemari arsip, serta tidak teraturnya manajemen data peserta didik di Raudhatul Athfal Almourky yang mengakibatkan kehilangan data peserta didik. Tujuan penelitian ini adalah untuk mengembangkan sistem informasi data diri peserta didik berbasis web yang dapat meningkatkan efektivitas dan efisiensi proses pengelolaan data siswa dan alumni serta proses pendaftaran siswa baru di RA Almourky. Metode pengembangan sistem yang digunakan pada penelitian ini yaitu menggunakan metode prototype. Bahasa pemrograman yang digunakan adalah Hypertext Preprocessor (PHP) dengan database MySQL. Penelitian ini menggunakan metode Alpha testing untuk pengujian secara internal dan Beta testing untuk pengujian yang melibatkan pengguna. Hasil dari penelitian ini adalah sistem informasi pengelolaan data diri peserta didik berbasis website yang dapat digunakan oleh pegawai administrasi untuk mempermudah pengelolaan data peserta didik di Raudhatul Athfal Almourky.
Unified Modelling Language (UML) dalam Perancangan Sistem Pendukung Keputusan Group Discussion Berbasis WEB Akhi Ha Runi Nur Rahayu; Bait Syaiful Rijal
Diffusion: Journal of Systems and Information Technology Vol 3, No 2 (2023): July 2023
Publisher : Gorontalo State University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37031/diffusion.v3i2.22424

Abstract

The discussion method is a technique for enhancing active student participation in the learning process. Challenges in the field often involve difficulties in determining group allocations for discussions. Considerations regarding students' intellectual domains can be used as a reference for determining discussion group allocations. Based on these issues, research needs to be conducted with the aim of designing and developing a decision support system application related to the problem of forming discussion groups. This system is constructed using Unified Modeling Language (UML) modeling. Modeling with UML can be useful for visualizing or modeling a system that will provide more detailed information in the design of a program. The end result of this research is a Web-Based Decision Support System for Discussion Group Allocations.