Muh Juharman
Universitas Negeri Makassar

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Analisis Ancaman Terhadap Keamanan Data Pribadi pada Email Wahyu Hidayat M; Nurhayi Musdira; Natatsa Rasyid; Miftahul Khairi S; Muh Juharman
Jurnal Pendidikan Terapan Vol 1, No 2, May (2023)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (189.417 KB) | DOI: 10.61255/jupiter.v1i2.73

Abstract

Today's technological advances cannot be separated from people's lives. Basically, technology was created to facilitate human work. One of the very rapid technological developments is in the field of communication technology.  The communication technology that is widely used in the world is email. Email is a very popular application and is used every day for personal, business or for official because it has many positive things. But on the other hand, email also has a negative impact. Due to the large use of email, many criminals use email to steal user privacy or other nefarious purposes. The research method used is quantitative research method.  Data collection was carried out by collecting data from student surveys of the Department of Informatics and Computer Engineering, Makassar State University. This study was conducted by distributing research questionnaires.  Therefore, we need to analyze what are the threats to email in order to avoid theft of personal data and other threats. 
Perancangan CleanSweep sebagai Sarana Edukasi Berbasis Web dalam Mengoptimalkan Pengelolaan Sampah Wahyu Hidayat M; Zainab Zainab; Hastuti Hastuti; Nurul Syahputri; Ahmad Miftahurrahman Anwar; Muh Juharman
Journal of Vocational, Informatics and Computer Education Vol 1, No 1 (2023): Juni 2023
Publisher : PT. Lontara Digitech Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61220/voice.v1i1.20234

Abstract

Perkembangan teknologi informasi yang semakin pesat serta kesadaran akan pentingnya pengelolaan sampah yang efektif dilingkungan masyarakat mendorong pengembangan solusi yang inovatif untuk mengatasi masalah lingkungan. Salah satu solusi yang diusulkan adalah penggunaan CleanSweep, sebuah sistem edukasi berbasis web yang dirancang untuk mengoptimalkan pengelolaan sampah melalui pendekatan yang interaktif dan informatif. Artikel ini bertujuan untuk merancang CleanSweep sebagai sarana edukasi berbasis web yang dapat membantu masyarakat dalam memahami pentingnya pengelolaan sampah yang baik dan memberikan langkah-langkah praktis untuk mengoptimalkan proses tersebut. Melalui platform web yang dapat diakses oleh pengguna secara online, CleanSweep menyediakan informasi lengkap tentang jenis sampah, pemilahan sampah, daur ulang, dan manajemen limbah. Dalam perancangan CleanSweep, aspek interaktivitas menjadi fokus utama. Pengguna dapat mengakses konten edukatif yang disajikan dalam bentuk video, gambar, dan teks yang mudah dipahami. Hasil penelitian ini menunjukkan bahwa CleanSweep sebagai sarana edukasi berbasis web dapat efektif dalam meningkatkan pemahaman masyarakat tentang pengelolaan sampah yang baik dan memberikan panduan praktis untuk mengoptimalkan proses tersebut.
PENGARUH MODEL BLENDED LEARNING TERHADAP MOTIVASI SERTA HASIL BELAJAR MAHASISWA UNIVERSITAS NEGERI MAKASSAR Andika Isma; Aditya Alamsyah Syarif; Awaliah Fitri Nur Ananda; Radha Hasda Halfis; Muh Juharman; M Miftach Fakhri
Jurnal Pendidikan Terapan Vol 1, No 1 January (2023)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (184.864 KB) | DOI: 10.61255/jupiter.v1i1.5

Abstract

Learning is a reciprocal process where students need feedback from the teacher and vice versa in order to obtain more effective learning outcomes, therefore success in learning will be achieved when students and lecturers have availability in the learning process. The learning model applied greatly affects student motivation and learning outcomes. The purpose of this study is to determine the motivation and learning outcomes of students who apply the Blended Learning model. The type of research used is quantitative research. This research involved students at Makassar State University. The authors collected data using questionnaires. Data analysis using descriptive analysis of the likert scale. The result of this study is a Blended Learning learning model that has a positive impact on the motivation and learning outcomes of students of Makassar State University.
GAMIFICATION SEBAGAI STRATEGI PENINGKATAN KUALITAS BELAJAR MAHASISWA JURUSAN TEKNIK INFORMATIKA DAN KOMPUTER UNIVERSITAS NEGERI MAKASSAR Nur Fakhrunnisaa; Rafika Hutami Putri; Marwan Ramdhany Edy; Armiana Armiana; Zainab Zainab; Muh Juharman
Jurnal Pendidikan Terapan Vol 1, No 1 January (2023)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (249.369 KB) | DOI: 10.61255/jupiter.v1i1.11

Abstract

Gamification is a step that can be taken in helping students achieve their learning goals. In general, students do not like to do repetitive work for a long time, but are willing to spend a lot of time playing games. This study aims to see students' perceptions of the application of Gamification in learning in the Department of Informatics and Computer Engineering, Makassar State University. This descriptive research was conducted to see student responses after application. Students of Makassar State University in the Department of Informatics and Computer Engineering consisting of 2 study programs, namely Computer Engineering and Informatics and Computer Engineering Education. The data collection technique uses a Google Form questionnaire with 25 statements. Statements are grouped into two parts, namely favorable and Unfavorable statements, which are statements that support and do not support an object. Data obtained through the Likert Scale using qualitative descriptive statistics. This analysis is intended to describe the characteristics of the data on each variable. The results showed that the application of Gamification in active learning can improve learning performance in student learning