Muhammad Alwi
Universitas Negeri Makassar

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Analisis Perbandingan Metode Belajar Individualized Learning dan Cooperative Learning dalam Penerapan Model Blended Learning di Stiba Makassar dan JTIK UNM Hartini Ramli; Andi Ashilla Khaerunnisa; Adithiya Pratama Idil; Alif Kurniawan; Ainun Zahra Adistia; Muhammad Alwi
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 (242.846 KB) | DOI: 10.61255/jupiter.v1i2.75

Abstract

A good learning process is learning that can make students learn to receive knowledge and experience with their own efforts. Therefore, as lecturers must be able to create classes with innovative and effective learning so that these learning outcomes are in accordance with their goals. In the individual learning method, students sometimes get bored learning because there are no friends to exchange ideas with. As for learning that is carried out in groups, it will certainly be easier to do it, but on the other hand sometimes other students do not want to do the task because they depend on other friends. Blended learning in group learning can be combined with assignments to make video explanations of the themes that have been given. This can make it easier for students to understand the material, so if they still don't understand the material, they can play back the video that has been made. In the use of the cooperative learning learning model, students will help each other and solve the problems that have been given. It is very often used by teachers to train students in solving problems. In this study using quantitative methods by disseminating from filling in questions related to individualist learning research and cooperative learning. Which ones are used more often and more efficiently applied in the learning process.
Otonomi Pelajar Dalam Pembelajaran Daring di Masa Endemi Covid-19 Surianto B Mappangara; Muhammad Alwi; Rosidah Rosidah
Jurnal Pendidikan Terapan Vol 1, No 3, September (2023)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/jupiter.v1i3.169

Abstract

Tahun 2020 adalah tahun penuh tantangan dengan pandemi COVID-19 yang melanda seluruh dunia, mengubah banyak aspek kehidupan termasuk pendidikan. Indonesia, dengan populasi sekitar 270 juta orang tersebar di 34 provinsi di seluruh kepulauan besar, tidak luput dari dampaknya. Pandemi ini memaksa guru untuk menghadapi tantangan adaptasi dan transformasi yang belum pernah terjadi sebelumnya, dengan pembelajaran daring menjadi solusi utama. Pembelajaran daring memungkinkan pengiriman materi instruksional dan kegiatan melalui alat digital, memberikan fleksibilitas dalam hal waktu dan tempat, meningkatkan komunikasi, dan mengurangi biaya. Namun, keberhasilan dalam pembelajaran daring sangat tergantung pada kemampuan peserta didik untuk mengambil inisiatif, mengelola waktu, dan beradaptasi dengan perubahan, sehingga menjadikan otonomi sebagai faktor kunci dalam kesuksesan pendidikan di masa pandemi ini. Meskipun penting, penelitian tentang otonomi peserta didik dalam konteks pembelajaran daring masih terbatas, dan penelitian lebih lanjut diperlukan untuk memahami dampaknya terhadap adaptasi, motivasi, dan keterlibatan peserta didik, terutama di masa pandemi COVID-19
Rancang Bangun Sistem Informasi Perpustakaan Berbasis Web (Studi Kasus: SMK Negeri 6 Takalar) Akmal Hidayat; Muhammad Alwi; Anggie Angriani Nanik; Dwi Utami Puji Astuti
Jurnal MediaTIK Volume 6 Issue 3, September (2023)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/mediatik.v6i3.2265

Abstract

Perpustakaan memiliki peran penting dalam meningkatkan wawasan dan pengetahuan siswa. Biasanya, perpustakaan dilengkapi dengan ruang yang terorganisir dengan baik, di mana buku-buku dikelompokkan berdasarkan bidang keilmuan. SMK Negeri 6 Takalar adalah salah satu sekolah yang sangat memperhatikan kemudahan siswa dalam meningkatkan wawasan, dan perpustakaan sekolah menjadi salah satu upaya yang dilakukan oleh pihak sekolah. Namun, pencatatan peminjaman dan pengembalian buku di perpustakaan SMK Negeri 6 Takalar masih menggunakan catatan manual, yang menyebabkan kesulitan dalam memantau data peminjaman dan pengembalian dengan baik. Akibatnya, terkadang proses peminjaman melebihi batas waktu yang ditentukan. Selain itu, pencatatan peminjaman buku secara konvensional juga menghambat petugas perpustakaan dalam memantau ketersediaan buku yang dapat dipinjam oleh siswa. Oleh karena itu, pemanfaatan sistem informasi di perpustakaan menjadi sangat penting untuk mendukung proses belajar mengajar di sekolah. Dengan menggunakan sistem informasi, dapat meningkatkan kualitas layanan perpustakaan baik dalam hal kecepatan maupun kualitas informasi yang disediakan untuk mengelola operasional perpustakaan. Dalam kegiatan pengabdian ini, sistem informasi perpustakaan SMK Negeri 6 Takalar akan menggunakan basis website yang dapat diakses melalui web browser, sehingga dapat diakses oleh siswa dimanapun dan kapanpun.
Canva-Based Interactive Learning Media and Learning Motivation as Predictors of Student Learning Participation in Informatics Learning Ozhi Rezky Amelia Ramadhan; Amiruddin; Ridwan Daud Mahande; Muhammad Alwi
Jurnal MEKOM (Media Komunikasi Pendidikan Kejuruan) Volume 13, Issue 3, August 2026
Publisher : Fakultas Teknik, Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/mkpk.v13i3.14796

Abstract

Objective — This study aims to determine the influence of Canva-based interactive learning media  and learning motivation on student learning participation in Informatics learning at the high school level, considering that studies that integrate these two variables simultaneously at this level are still limited. Method — A quantitative approach with an ex post facto design  was used by involving 180 students of class X who were determined through a saturated sample technique. Data were collected through a Likert scale questionnaire  and analyzed using the Partial Least Squares Structural Equation Modeling method assisted by SmartPLS software. Findings — The results showed that Canva-based interactive learning media  had a positive and significant effect on learning participation with a path coefficient of 0.397, while learning motivation also had a positive and significant effect with a path coefficient of 0.309. The two variables together were able to explain 35.2 percent of the variation in student learning participation, while the rest were influenced by other factors outside the research model. Research Implications — These findings confirm the importance of integrating digital learning media and strengthening learning motivation in a more participatory Informatics learning strategy, as well as being an input for schools and teachers. Originality — The originality of this research lies in the incorporation of interactive learning media and learning motivation in one structural model that has been empirically tested in the context of Informatics subjects in high school, a context that has rarely been studied in an integrated manner in previous research.
Development of a web based virtual reality virtual tour for the Makassar City Museum using the Agile method Muhammad Alwi; Fathahillah; Abd. Rahman Patta; Elma Nurjannah
Jurnal MediaTIK Volume 9, Issue 3 September 2026
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/mediatik.v9i3.13715

Abstract

The Makassar City Museum continues to face constraints in disseminating the historical and cultural value of its collections, as public access remains dependent on physical visits and the existing presentation media remain largely static with minimal interactivity. This study aimed to develop a Web Based Virtual Reality (Web VR) virtual tour system for the Makassar City Museum using the Agile method and to evaluate five selected software quality characteristics from the ISO/IEC 25010 standard: Functional Suitability, Usability, Reliability, Performance Efficiency, and Portability. Three other characteristics, Compatibility, Security, and Maintainability, were excluded, as they fell outside the scope and resources of this study. The development process followed a Scrum based cycle comprising product backlog, sprint execution, sprint review, and retrospective, covering 12 functional backlog modules. The evaluation involved two expert validators in software engineering and 30 general public user respondents recruited through purposive sampling. Usability was measured using a 21 item, four indicator questionnaire covering Usefulness, Ease of Use, Ease of Learning, and Satisfaction on a five point Likert scale. Under the specified testing conditions, the system achieved 100% functional suitability across 42 functions as rated by both validators, a 91.04% usability score in the Highly Feasible category, a 100% request success rate under a simulated load of 20 concurrent users, an average page load time of approximately 1.2 seconds with a Lighthouse score of 80, and consistent functionality across the five tested browser and device combinations. Under the specified testing conditions, the system demonstrated satisfactory functional, usability, reliability, performance, and portability results. These findings represent preliminary technical evidence rather than proof of long term educational effectiveness, indicating the need for further research involving larger samples, accessibility testing, and data security evaluation.