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Perancangan Game Edukasi Marbel Mengenal Huruf Hijaiyah Menggunakan Metode t-Test Saputri, Fiqih Hana; Ramdhan, Syaipul; Baktiar, Nurul Ainun
JURNAL SISFOTEK GLOBAL Vol 11, No 1 (2021): JURNAL SISFOTEK GLOBAL
Publisher : STMIK Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/sisfotek.v11i1.343

Abstract

Perkembangan teknologi yang pesat ini berpengaruh terhadap proses pembelajaran di Taman Kanak-Kanak dan berpengaruh juga pada materi pembelajaran serta cara penyampaian materi dalam proses kegiatan belajar mengajar. Mempelajari dasar Alquran salah satunya dimulai dengan mempelajari huruf hijaiyah. Guru biasanya menyampaikan materi hanya ceramah atau bercakap-cakap, sehingga siswa sering merasa jenuh. Dalam menghafal huruf hijaiyah perlu metode yang menarik seperti game edukasi yang bisa diakses dengan mudah melalui smartphone. Metode yang digunakan dalam penelitian ini yaitu metode kualitatif dan metode selanjutnya menggunakan OOAD yang di gambarkan dengan UML. Hasil penelitian ini yaitu, game edukasi MARBEL (Mari Belajar) dan mengenal huruf hijaiyah yang dibuat menggunakan Construct 2 ini terdapat ada perbedaan secara signifikan dan efektif digunakan untuk anak TK.
Pembuatan Dokumenter Mengenai Keberhasilan Pemanfaatan Youtube Sebagai Mata Pencaharian Melalui Konten Kreatif Saputri, Fiqih Hana; Tullah, Rahmat; Koswara, Dwiki Afrilian
JURNAL SISFOTEK GLOBAL Vol 10, No 2 (2020): JURNAL SISFOTEK GLOBAL
Publisher : STMIK Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/sisfotek.v10i2.292

Abstract

YouTube merupakan portal atau situs video sharing milik Google Inc. YouTube merupakan salah satu malah merupakan yang terbesar di dunia maya.  Konten kreator pun semakin banyak di platform ini. Dikarenakan banyaknya peminat tontonan Youtube.Mereka berlomba-lomba untuk menunjukan karyanya masing-masing. Identifikasi masalah pada penelitian ini adalah kurangnya pengetahuan masyarakat mengenai bagaimana pembuatan konten di Youtube sehingga bisa menghasilkan uang dari konten yang di unggah. Adapun yang menjadi tujuan dalam penelitian ini adalah bagaimana membuat konten yang bagus dan bisa dinikmati banyak viewers dan memiliki nilai jual. Penelitian ini menggunakan metode kualitatif karena didalamnya peneliti melakukan observasi, wawancara, dan juga dokumentasi. Hasil yang di dapatkan dari penelitian ini adalah sebuah dokumenter yang mengulas mengenai youtuber sukses. Dokumenter kemudian di unggah ke Youtube dan mendapatkan respon 90,8 % positif dari penonton.
Development of Media for Introduction and Prevention of Covid-19 Based on Role Playing Game for Elementary School Saputri, Fiqih Hana; Ferawati, Ferawati
JURNAL SISFOTEK GLOBAL Vol 11, No 2 (2021): JURNAL SISFOTEK GLOBAL
Publisher : STMIK Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/sisfotek.v11i2.402

Abstract

This research aim to create game based on role playing game for introduction and prevention of Covid-19 in elementary school. In education, technology is needed to support the learning process, especially during the current Covid-19 pandemic, which requires students to study at home. Of course, in online learning between students and teachers, liaison media is needed to carry out the learning process, one of which is the introduction and prevention of Covid-19, which many children still do not understand. Therefore, games are needed to open and prevent Covid-19 from facilitating information for students in recognizing and knowing the prevention of Covid-19. The game is designed using Role Playing Game Maker MV in which there are characters. The game contains six grade levels. In each game, there are questions that students must answer to move up to the next grade level. Based on the questionnaire results using the Software Quality Assurance metric, the Monster Corona game has a value obtained from the results of the questionnaire, which is 82.6. At the same time, the value of the feasibility of the Monster Corona game quality is 80. The value obtained from the questionnaire is 2.6 different, and it is considered that the Monster Corona game is suitable for use. This game can be used as a student resource for the introduction and prevention of Covid-19.
Development of Game Recognition Covid-19 Variants, Symptoms, and Vaccinations Based on RPG Saputri, Fiqih Hana; Ferawati, Ferawati
Sinkron : jurnal dan penelitian teknik informatika Vol. 6 No. 4 (2022): Article Research: Volume 6 Number 4, October 2022
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v7i4.11584

Abstract

Technology is required to support the learning process in education, especially amid the present Covid-19 pandemic, which necessitates pupils to study from home. Obviously, online learning between students and teachers requires liaison media as a means of communication to facilitate the learning process, one of which is the introduction of variation, symptoms, and Covid-19 immunization, which many youngsters do not yet comprehend. Therefore, games are required to introduce variations, symptoms, and Covid-19 vaccinations in order to provide students with the necessary information to recognize variations, symptoms, and Covid-19 vaccinations. A game created with RPG Maker MV that features characters. There are six grade levels in the game. To proceed to the next grade level, kids must answer questions within each game. Based on the questionnaire responses using the SQA measure, this game received a score of 83.6 out of a possible 100. Similarly, the feasibility of quality has a value of 82.2. The questionnaire scores varied by 2.4 points, and it was determined that the variance, symptom, and Covid-19 vaccine recognition game was usable. This game can be used as a resource for introducing and preventing Covid-19 among students.
Pengembangan Media Pembelajaran Buku Tematik Tema 1 Pertumbuhan dan Perkembangan Makhluk Hidup Berbasis Construct 2 untuk Sekolah Dasar Maisaroh, Siti; Saputri, Fiqih Hana; Lestari, Ery Dwi
Academic Journal of Computer Science Research Vol 7, No 1 (2025): Academic Journal of Computer Science Research (AJCSR)
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/ajcsr.v7i1.15804

Abstract

Pembelajaran Tematik di sekolah dasar dirancang berdasarkan tema tertentu, namun sering kali siswa merasa pasif jika metode yang digunakan membosankan dan tidak interaktif. Masalah utama yang ditemukan adalah rendahnya motivasi siswa yang bosan dengan papan tulis dan buku sebagai media utama. Oleh karena itu, diperlukan media pembelajaran yang interaktif, menyenangkan, dan mudah dipahami. Penelitian ini mengembangkan media pembelajaran untuk tema 1 tentang pertumbuhan dan perkembangan makhluk hidup menggunakan software Construct 2 dan metode MDLC (Multimedia Development Life Cycle). Metode ini meliputi tahap konsep, perancangan, pengumpulan bahan, pembuatan, pengujian, dan distribusi. Hasilnya adalah media pembelajaran yang terdiri dari materi, kuis, dan game edukasi, khususnya untuk siswa kelas 3 Sekolah Dasar, yang bertujuan untuk membuat pembelajaran lebih menarik dan efektif.
Development of RPG-Based Mathematics Educational Games with the Waterfall Method on Fraction Material for Elementary School Students Satriyo, Azis; Azis, Abdul; Saputri, Fiqih Hana; Ferawati, Ferawati
Sinkron : jurnal dan penelitian teknik informatika Vol. 9 No. 2 (2025): Research Articles April 2025
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v9i2.14600

Abstract

Mathematics is one of the subjects that plays an important role in everyday life and in developing logical thinking and problem-solving skills. One of the topics that often poses a challenge for elementary school students is fraction numbers. Fractions are often considered an abstract and difficult concept to understand because they involve numerical representations that differ from whole numbers. This difficulty frequently leads to a lack of interest in learning mathematics, ultimately affecting students' academic performance. The data collection stages applied include interviews, observations, and the distribution of questionnaires. The development of this learning media follows the Waterfall model, which aims to design improvements to the existing system. The results of the User Acceptance Test reveal that this game received a user perception score of 90.5%, categorizing it as "very good," indicating that students find it both enjoyable and effective as a learning tool. This suggests that the game is not only engaging but also effective in helping students understand fraction concepts in a more interactive and enjoyable way. With the presence of story elements, challenges, and engaging game mechanics, students can learn in a more immersive manner compared to conventional methods. Therefore, this game is suitable for use as a mathematics learning tool, particularly in understanding fraction operations such as addition, subtraction, multiplication, and division.
Development of Augmented Reality-Based Learning Media for Solid Geometry for Elementary School Students Saputra, Ricky Aditya; Alfarizi, Muhammad; Saputri, Fiqih Hana; Ferawati, Ferawati
Sinkron : jurnal dan penelitian teknik informatika Vol. 9 No. 2 (2025): Research Articles April 2025
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v9i2.14601

Abstract

AR-based media is expected to create a more interactive and engaging learning experience, enhance students’ understanding, and motivate them to learn independently and actively in the digital era. The data collection stages applied include testing, observations, and the distribution of questionnaires. The development of this learning media follows the MDLC model, which aims to design improvements to the existing system. The results of the blackbox testing, the "Bangun Ruang" application is proven to be valid and successfully used, with excellent results in the SUS test, where the Ease of Use score reached 86%, Efficiency 88%, Effectiveness 90%, and Satisfaction 87%. This indicates that the application has high levels of usability, efficiency, and effectiveness, while also providing a satisfying user experience. The application not only operates according to the designed specifications but also provides a positive user experience. Thus, it can be widely used, especially in educational environments, to help students understand geometric concepts in a more interactive and engaging way. Developers can continue maintaining and improving the application based on user feedback to ensure it remains optimal and aligned with users' needs in the future.
Game Based Learning Using Construct for Basic English Vocabulary at Elementary School Students Perdana, Akmal; Herman, Auzil Mustaqim; Saputri, Fiqih Hana; Putri Br Bangun, Eka Uliyanti
G-Tech: Jurnal Teknologi Terapan Vol 9 No 2 (2025): G-Tech, Vol. 9 No. 2 April 2025
Publisher : Universitas Islam Raden Rahmat, Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70609/gtech.v9i2.6784

Abstract

English basic vocabulary learning plays a very important role for elementary school students, as it serves as the main foundation in mastering language skills, including reading, writing, listening, and speaking.  Thus, this research is focused on development.  Basic English Vocabulary Education Based on Construct, which is an interactive learning method utilizing digital technology of educational games to increase the effectiveness for learning.  Construct, as a platform for developing educational games for students can understand basic English vocabulary in a more enjoyable and non-monotonous way.  This study applies the Multimedia Development Life Cycle (MDLC) method with a constructivist approach, which allows students not only to receive information passively but also to actively build their understanding through exploration, experimentation, and direct interaction with various elements in educational games.  Based on the feasibility assessment results, the satisfaction level of respondents obtained from the questionnaire reached 93% out of a total of 10 respondents. The construct based educational game is an effective tool for improving students' grasp of basic English vocabulary through educational game-based learning.
Analysis of Customer Sentiment towards Wardah Beauty Products on Instagram Using K-Nearest Neighbors (KNN) and Naïve Bayes Algorithms Nisa, Aghniya Aulia; Safitri, Nur Hafidzah; Stianingsih, Lilis; Saputri, Fiqih Hana
G-Tech: Jurnal Teknologi Terapan Vol 9 No 2 (2025): G-Tech, Vol. 9 No. 2 April 2025
Publisher : Universitas Islam Raden Rahmat, Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70609/gtech.v9i2.6804

Abstract

The beauty industry in Indonesia continues to grow rapidly, with Wardah emerging as a leading local brand that garners numerous customer reviews on Instagram. Understanding these customer opinions is crucial, as they significantly influence brand perception and purchasing decisions. This study aims to compare the performance of K-Nearest Neighbors (KNN) and Naïve Bayes algorithms in classifying customer sentiment toward Wardah’s products on Instagram. The research follows the CRISP-DM methodology, involving data collection through web scraping, data preprocessing, and classification using both algorithms. The results show that KNN achieves higher accuracy (78.23%) than Naïve Bayes (74.56%), making it more effective in sentiment classification. KNN is advantageous in identifying distance-based patterns, while Naïve Bayes offers faster processing and easier implementation. These findings suggest that KNN is more suitable for accurate sentiment prediction. Wardah can implement a KNN-based sentiment monitoring system to track public feedback on product launches and campaigns, thereby enhancing marketing strategies and customer engagement
AR-Math: Augmented Reality–Based Assistive Learning for Enhancing Numeracy Skills Among Students with Intellectual Disabilities Ferawati, Ferawati; Saputri, Fiqih Hana; Hidayati, Rina
Jurnal Pendidikan MIPA Vol 26, No 4 (2025): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpmipa.v26i4.pp2101-2123

Abstract

Numerical ability is essential for all students, particularly for those with intellectual disabilities who often face challenges in understanding basic mathematical concepts. This study aims to develop AR-Math, an Augmented Reality (AR)-based learning media designed to improve basic numeracy skills through an inclusive and gender-responsive approach. The development process followed the ADDIE model, which includes five stages: Analysis, Design, Development, Implementation, and Evaluation. This study employed a quasi-experimental design with a non-equivalent control group design. In this design, there were two groups, namely the experimental class and the control class. The experimental class used AR-Math as the main learning medium, while the control class continued learning with conventional methods. Data were collected using multiple instruments, including validation sheets, practicality questionnaires, pretests and posttests, classroom observation sheets, interview guides, and documentation. The sample consisted of 20 eighth-grade students with mild to moderate intellectual disabilities at SKh YKDW 01 Tangerang, divided into two groups. The results showed that AR-Math met the criteria of validity, practicality, and effectiveness. The effectiveness test revealed a significant improvement in students’ basic numeracy skills, as indicated by a n-gain score of 0.50 and categorized as medium. Beyond cognitive achievement, AR-Math enhanced student engagement, accessibility, and ease of use for students with special needs. A key finding pertains to inclusivity and gender responsiveness. Equal participation between male and female students was observed, as evidenced by comparable levels of interaction, motivation, and task completion during the learning process. This indicates that AR-Math not only strengthens basic numeracy skills but also provides fair opportunities for all learners. Thus, AR-Math can be considered a relevant and innovative tool for inclusive education, supporting both academic development and gender equity in classroom practice.    Keywords: assistive, numerical, learning, intellectual, disabilities, augmented reality.