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PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID MENGGUNAKAN ISPRING SUITE PADA MATA PELAJARAN INFORMATIKA MATERI PERANGKAT KERAS KOMPUTER Fahmi Romisa
JURNAL ILMIAH SAINS TEKNOLOGI DAN INFORMASI Vol. 1 No. 2 (2023): April : Jurnal Ilmiah Sains Teknologi dan Informasi
Publisher : CV. ALIM'SPUBLISHING

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1098.157 KB) | DOI: 10.59024/jiti.v1i2.170

Abstract

Technology-based learning media has become an important part of modern education. In the context of teaching informatics subjects, the use of android-based learning media can increase the effectiveness of learning. This study aims to develop learning media based on Android using iSpring Suite in informatics subjects, with a focus on computer hardware material. This study uses a multimedia development method which consists of five stages: needs analysis, design, development, evaluation, and implementation. The results showed that the android-based learning media using the iSpring Suite in informatics subjects received positive responses from media experts who were involved in the development process. In conclusion, the development of Android-based learning media using the iSpring Suite in informatics subjects, especially in computer hardware material, can be used as a learning tool for students..
Rancang Bangun Media Pembelajaran Interaktif pada Mata Pelajaran Desain Grafis Fahmi Romisa; Dewi Rosita
JURNAL ILMIAH SAINS TEKNOLOGI DAN INFORMASI Vol. 2 No. 3 (2024): Juli : Jurnal Ilmiah Sains Teknologi dan Informasi
Publisher : CV. ALIM'SPUBLISHING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59024/jiti.v2i3.778

Abstract

. Design and Development of Interactive Learning Media in Graphic Design Subjects is a research that aims to develop effective and practical interactive learning media on basic graphic design topics. This research uses the ADDIE development model, which consists of five development stages: analysis, design, development, implementation, and evaluation.At the analysis stage, this research understands the problems found in the use of learning media in graphic design subjects, such as the limited use of print media and the need for more interactive and interesting media. At the design stage, this research develops a learning media design that involves multimedia elements such as text, images, graphics, sound, video, animation and comprehensive simulations. At the development stage, this research develops multimedia-based interactive learning media, which can provide certain forms of interaction that allow users to interact actively with the program. The research results show that the Basic Graphic Design interactive learning media developed is valid from the instructional and display aspects, and is practical and suitable for use for basic graphic design learning. Thus, this research contributes to the development of interactive learning media that is effective and practical in improving the quality of learning in graphic design subjects.
IDENTIFIKASI CELAH KEAMANAN JARINGAN NIRKABEL TERHADAP SERANGAN EVIL TWIN MENGGUNAKAN METODE NETWORK SCANNING Fahmi Romisa; Ruqoyyah Nasution; Sukemi Sukemi
INTECOMS: Journal of Information Technology and Computer Science Vol. 9 No. 2 (2026): INTECOMS: Journal of Information Technology and Computer Science
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/x6t9ex37

Abstract

Keamanan jaringan nirkabel tetap menjadi isu krusial seiring meningkatnya ancaman serangan Man-in-the-Middle (MitM), khususnya melalui metode Evil Twin. Serangan ini bekerja dengan menduplikasi Service Set Identifier (SSID) yang sah untuk mengelabui pengguna agar terhubung ke titik akses palsu. Penelitian ini bertujuan untuk mengidentifikasi kerentanan infrastruktur jaringan nirkabel terhadap penetrasi Evil Twin dengan mengimplementasikan metode network scanning. Metodologi penelitian mencakup tahap pemindaian paket data (ping sweep dan port scanning) untuk mendeteksi anomali pada alamat MAC dan kekuatan sinyal (Signal Strength). Hasil penelitian menunjukkan bahwa penggunaan alat pemindaian jaringan secara proaktif mampu mendeteksi keberadaan titik akses asing yang mencoba melakukan intersepsi data. Temuan ini memberikan kontribusi pada pengembangan protokol keamanan nirkabel yang lebih tangguh dan memberikan rekomendasi teknis bagi administrator jaringan dalam memitigasi risiko pencurian informasi sensitif. Kata Kunci: Keamanan Jaringan, Evil Twin, Network Scanning, Titik Akses, Kerentanan.
Pengembangan Media Pembelajaran Berbasis Augmented Reality Assemblr Edu Pada Materi Sistem Peredaran Darah Muh. Khusnul Hidayat; Rusdiana; Fahmi Romisa
Petik: Jurnal Pendidikan Teknologi Informasi Dan Komunikasi Vol. 12 No. 1 (2026): Volume 12 No 1 March 2026
Publisher : Pendidikan Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/petik.v12i1.3677

Abstract

Abstrak Proses pembelajaran IPA di SMP Negeri 22 Samarinda masih didominasi pendekatan konvensional dan keterbatasan alat peraga, sehingga peserta didik mengalami kesulitan memahami konsep abstrak, khususnya pada materi sistem peredaran darah. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis augmented Reality (AR) menggunakan platform Assemblr Edu serta menilai tingkat kelayakan dan hasil uji cobanya. Metode yang digunakan adalah research and development (R&D) dengan model pengembangan ADDIE. Media pembelajaran dikembangkan dalam bentuk visualisasi tiga dimensi sistem peredaran darah yang interaktif dan selanjutnya divalidasi oleh ahli materi dan ahli media. Hasil validasi menunjukkan skor 92,5% dari ahli materi dan 93,8% dari ahli media sehingga hasil validitas media pembelajaran didapatkan skor sebesar 93,01% yang termasuk kategori sangat valid. Uji coba media kepada 32 peserta didik memperoleh skor 77% dengan kategori baik. Hasil penelitian menunjukkan bahwa media pembelajaran berbasis augmented reality menggunakan Assemblr Edu layak digunakan untuk membantu peserta didik memahami konsep sistem peredaran darah secara lebih jelas dan kontekstual. Penelitian selanjutnya disarankan untuk mengembangkan materi dan fitur media serta meningkatkan kompatibilitas perangkat agar dapat digunakan secara lebih luas. Kata Kunci:  Media pembelajaran; Augmented Reality; Assemblr Edu; Sistem Peredaran Darah   Abstract The science learning process at SMP Negeri 22 Samarinda is still dominated by conventional approaches and limited teaching aids, causing students to have difficulty understanding abstract concepts, especially in the material on the circulatory system. This study aims to develop augmented reality (AR)-based learning media using the Assemblr Edu platform and to assess its feasibility and trial results. The method used was research and development (R&D) with the ADDIE development model. The learning media was developed in the form of interactive three-dimensional visualization of the circulatory system and was then validated by subject matter experts and media experts. The validation results showed a score of 92.5% from subject matter experts and 93.8% from media experts, resulting in a learning media validity score of 93.01%, which is classified as highly valid. The media trial with 32 students obtained a score of 77%, which is categorized as good. The results of the study show that augmented reality-based learning media using Assemblr Edu is suitable for helping students understand the concept of the circulatory system more clearly and contextually. Further research is recommended to develop media content and features and improve device compatibility so that it can be used more widely. Keyword: Learning Media; Augmented reality; Assemblr Edu; Circulatory System