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. 
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
Perancangan CleanSweep sebagai Sarana Edukasi Berbasis Web dalam Mengoptimalkan Pengelolaan Sampah Wahyu Hidayat M; Zainab; Hastuti; Nurul Syahputri; Ahmad Miftahurrahman Anwar; Muh Juharman
Journal of Vocational, Informatics and Computer Education Vol 1, No 1 (2023): Juni 2023
Publisher : Academic Bright Collaboration

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

Abstract

Perkembangan teknologi informasi yang pesat, serta kesadaran akan pentingnya pengelolaan sampah yang efektif di lingkungan masyarakat, mendorong pencarian solusi inovatif untuk mengatasi masalah lingkungan. Sampah yang tidak dikelola dengan baik dapat menyebabkan pencemaran dan berdampak pada kesehatan masyarakat. Oleh karena itu, dibutuhkan platform edukasi yang dapat memberikan pemahaman kepada masyarakat mengenai pengelolaan sampah yang baik. Penelitian ini bertujuan untuk merancang CleanSweep, sebuah sistem edukasi berbasis web yang dirancang untuk mengoptimalkan pengelolaan sampah. Platform ini bertujuan untuk memberikan informasi yang komprehensif dan langkah-langkah praktis terkait pengelolaan sampah yang baik, serta mendorong partisipasi aktif masyarakat. Metode penelitian yang digunakan dalam pengembangan CleanSweep adalah studi literatur, wawancara dengan para ahli dan praktisi, serta observasi terhadap praktik pengelolaan sampah yang ada di masyarakat. Selain itu, metode pengembangan perangkat lunak yang digunakan adalah RAD (Rapid Application Development), yang memungkinkan pembuatan aplikasi dengan cepat melalui iterasi yang intensif. Hasil penelitian ini berupa pengembangan aplikasi web CleanSweep yang menyediakan berbagai konten edukatif mengenai jenis sampah, pemilahan sampah, daur ulang, dan manajemen limbah. Aplikasi ini dirancang dengan tampilan antarmuka yang user-friendly dan interaktif, memungkinkan pengguna untuk mengakses informasi dengan mudah. CleanSweep dapat memberikan solusi efektif untuk meningkatkan kesadaran masyarakat mengenai pengelolaan sampah yang baik. Namun, keterbatasan dari penelitian ini adalah masih kurangnya fitur yang dapat meningkatkan interaksi pengguna, seperti pelaporan sampah atau forum diskusi. Penelitian lebih lanjut disarankan untuk mengembangkan fitur-fitur tambahan yang dapat memperkuat keterlibatan masyarakat dalam pengelolaan sampah.