Melly Novalia, Melly
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Rancang Bangun Sistem Penjadwalan Pembelajaran Menggunakan Metode Algoritma Genetika Di Smk Multi Mekanik Masmur Taufik, Irfan; Benny Herlandy, Pratama; Novalia, Melly
Computer Science and Information Technology Vol 5 No 1 (2024): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v5i1.6887

Abstract

In building an algorithm-based automatic scheduling system that has the objectives of designing an Information System-based learning scheduling system and determining the subjects applied using genetic algorithms, using Research and Development research methods, in the field of Education, (R&D) is the process of developing and product validation. The development stage consists of several stages including the potential and problem stage, the data collection stage, the Information System product design stage, the Information System validation stage, the Genetic Algorithm validation stage, the Genetic Algorithm-based Information System revision stage and Information System testing, summary of results This scheduling system makes a Java-based scheduling information system using the NetBeans application, its components consist of input Subjects, Teachers, Classrooms and the number of Chromosomes to be, and the conclusion is that an algorithm-based scheduling system can help complete scheduling in SMK Multi Mekanik Masmur schools. Pekanbaru Keywords: Genetic Algorithm, Scheduling, R&
Pengembangan Game Edukasi Interaktif Berbasis Android Untuk Mendukung Proses Pembelajaran Siswa Sekolah Menengah An Nikmah Al Islamiyah Kamboja Herdani, Inka Friska; Ismanto, Edi; Novalia, Melly; Syahfutra, Wandi
Jurnal Pendidikan dan Teknologi Indonesia Vol 5 No 4 (2025): JPTI - April 2025
Publisher : CV Infinite Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jpti.818

Abstract

Penelitian ini bertujuan untuk mengembangkan game edukasi berbasis Android sebagai media pembelajaran jaringan komputer dasar di sekolah menengah An-Nikmah Al-Islamiyah Phnom Penh. Pengembangan dilakukan menggunakan model 4D yang terdiri dari tahapan Define, Design, Develop, dan Disseminate. Metode pengujian melibatkan validasi oleh ahli media, ahli materi, dan ahli bahasa serta uji coba kepada siswa dan guru untuk menilai aspek kelayakan dan praktikalitas. Data dikumpulkan melalui observasi, wawancara, dan angket, kemudian dianalisis secara kuantitatif menggunakan skala Likert untuk mengukur tingkat validitas dan efektivitas media pembelajaran.Hasil penelitian menunjukkan bahwa game edukasi yang dikembangkan memiliki tingkat kelayakan sangat tinggi dengan skor validasi ahli media sebesar 87%, ahli materi 79%, dan ahli bahasa 84%. Evaluasi praktikalitas oleh guru dan siswa juga memberikan hasil positif dengan persentase masing-masing 90% dan 81%. Penggunaan game edukasi ini meningkatkan keterlibatan siswa dalam pembelajaran serta memberikan pengalaman belajar yang lebih interaktif dan mandiri. Selain itu, game edukasi ini berkontribusi terhadap pengembangan pendidikan berbasis teknologi dengan menyediakan alternatif pembelajaran digital yang menarik dan mudah diakses.Penelitian ini memberikan dasar bagi pengembangan lebih lanjut dalam integrasi teknologi dalam pembelajaran, terutama dalam meningkatkan pemahaman siswa terhadap konsep jaringan komputer dasar. Pengujian lebih luas dan jangka panjang direkomendasikan untuk mengoptimalkan efektivitas media ini dalam berbagai konteks pendidikan.
Syshunt: Game Quiz Mobile untuk Pengenalan Perangkat Keras Komputer menggunakan Successive Approximation Model Suryadila, Lusi; Ismanto, Edi; Novalia, Melly; Syahfutra, Wandi
Jurnal Pendidikan Informatika (EDUMATIC) Vol 9 No 1 (2025): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v9i1.29773

Abstract

Game-based learning media is an example of ongoing technological advances in education. This media is becoming increasingly popular as an innovative solution in education. This research aims to develop and test the feasibility of mobile-based quiz games as learning media for computer hardware introduction using the Successive Approximation Model (SAM). This research is a kind of development using the SAM model. The three main stages of the SAM model consist of the preparation stage, the iterative design stage, and the iterative development stage. The data collection technique in this study used a questionnaire. Meanwhile, the data analysis technique used descriptive quantitative. The result of our findings is a mobile-based quiz game as a learning medium for computer hardware introduction. The results of media and material expert validation show that this game has a media feasibility of 87.14% and material feasibility of 86%. However, the results of the student practicality test were slightly lower with a score of 79.88%, which may be influenced by limitations in the interface features or the time needed for students to adapt to the game mechanics. Nevertheless, the game proved to be effective in understanding computer hardware and is more interactive and fun compared to conventional learning. With a more engaging learning experience, this game can be a creative alternative that supports the teaching and learning process, overcoming the problems of traditional learning that is often monotonous.
THE INFLUENCE OF THE MIND MAPPING LEARNING MODEL ON CRITICAL THINKING SKILLS REVIEWED FROM THE GENDER OF AL-AMIN SECONDARY SCHOOL, MALAYSIA STUDENTS Ansyah, Dandi; Novalia, Melly; Herlandy, Pratama Benny
Jurnal Konseling Pendidikan Islam Vol. 6 No. 3 (2025): Jurnal Konseling Pendidikan Islam
Publisher : LP2M IAI Al-Khairat Pamekasan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32806/jkpi.v6i3.1150

Abstract

The mind mapping model can make students think critically and convey as much information as possible. The use of technology-based Mind Mapping learning models is still not widely applied in schools; teachers tend to still use manual methods, memorizing, and giving assignments, so that students are less enthusiastic or interested in the learning process. The purpose of this study is 1). Knowing the application of technology-based Mind Mapping learning models in ICT learning, 2). Assessing students' critical thinking skills in the application of the Mind Mapping learning model, 3). Assessing the influence of technology-based Mind Mapping learning models on students' critical thinking skills in terms of gender. The results of the study show that the mind mapping method can increase students' average scores by up to 25% within two learning cycles. The method used is descriptive analysis using pre-test and post-test, which are then further analyzed using Microsoft Excel data analysis to test validity, normality, T-test, and Shapiro-Wilk test to see the effect. Based on the results of the correlation test, the results were 0.548 while the r table value was 0.361, so it can be concluded that 0.548> 0.361 means there is a relationship between the two. Based on the results of the correlation test of 0.548, it is in the high or strong relationship category. It can be concluded that the criteria for the strength of the relationship between pretest and posttest learning outcomes show a very strong relationship, which indicates a significant increase in students' critical thinking skills after participating in the mind mapping method-based learning process. This reflects the effectiveness of the mind mapping method applied and provides an impact on critical thinking in the Tik lesson on the ethics of social media use by students.