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IMPLEMENTASI PEMBELAJARAN SEKOLAH MENGGUNAKAN E-LEARNING Mahbubul Wathoni; Adi Alam; Sari Palestina; Rikaro Ramadi; Ahmad Fikri Adriansyah; Diah Budi Ratriningrum; Mia Hariyani
AN-NAS: Jurnal Pengabdian Masyarakat Vol 1, No 1 (2021): AN-NAS: Jurnal Pengabdian Masyarakat
Publisher : Fakultas Ilmu Pendidikan Universitas Muhammadiyah Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24853/an-nas.1.1.39-46

Abstract

Pembelajaran ialah suatu kebutuhan terutama dalam keberlangsungan proses belajar mengajar yang membutuhkan tanggung jawab moral lumayan besar untuk seseorang pendidik. Tingkatan keberhasilan pembelajaran terhadap siswa sangat tergantung pada pertanggungjawaban seseorang guru dalam melakukan tugasnya.. Dalam sebuah proses pendidikan, pemilihan model serta tata cara ataupun media pendidikan sangat diperlukan buat melaksanakan penyesuaian dengan keahlian dari peserta didik, supaya memudahkan dalam pemilihan kurikulum serta kompetensi untuk partisipan didik. Pendidikan dikala ini, lebih ditunjukan pada kegiatan modernisasi dengan dorongan teknologi mutahir dengan harapan bisa menolong siswa dalam mengolah modul pendidikan secara interaktif, produktif, efisien, inspiratif, konstruktif, serta mengasyikkan. Tidak hanya itu, siswa pula diharapkan mempunyai life skill dari aplikasi teknologi tersebut. Dengan terdapatnya masa teknologi yang terus menjadi tumbuh ini hingga progam pendidikan ditunjukan buat dapat menggunakan teknologi dengan lebih baik. Salah satu pemanfaatan teknologi dikala ini merupakan e-learning memakai website buat mengaksesnya. Tidak memungkiri sebab banyak siswa saat ini mempunyai smart phone jadi lebih gampang buat mengaksesnya dari manapun terletak serta kapanpun.
PERANCANGAN 3D PRINTED TACTILE PICTURE BOOKS UNTUK ANAK-ANAK TUNANETRA BERBASIS IoT Mahbubul Wathoni; Yasin Efendi; Nurbojatmiko Nurbojatmiko; Rabiatul Nurhasanah; Viesah Putra Alegra
Jurnal Holistika Vol 7, No 2 (2023)
Publisher : Universitas Muhammadiyah Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24853/holistika.7.2.155-161

Abstract

The development of Information and Communication Technology at this time is very rapid along with the development of computer technology which continues to increase in a short time. The integration between the components of networked computers will be able to provide quality, reliable, fast and secure functions and features in accordance with the required system. Along with the trend of using network technology that still pays attention to strategic and economic aspects for users, networked computerized systems now have a tendency to develop into systems that save resources by reducing the use of hardware.Perkembangan Teknologi Informasi dan Komunikasi pada saat ini sangat pesat seiring dengan perkembangan teknologi komputer yang terus meningkat dalam waktu singkat. Integrasi yang dimiliki antar komponennya komputer terhubung dengan jaringan akan mampu menyediakan fungsi dan fitur berkualitas, handal, cepat dan aman sesuai dengan sistem yang dibutuhkan. Seiring dengan adanya trend penggunaan teknologi jaringan yang tetap memperhatikan aspek strategis dan ekonomis bagi pengguna, sistem terkomputerisasi terhubung jaringan kini ada kecenderungan untuk berkembang menjadi sistem yang menghemat sumber daya dengan mengurangi penggunaan perangkat keras
PERANCANGAN MEDIA PEMBELAJARAN BERBASIS GAME ANDROID PADA MATA PELAJARAN INFORMATIKA KELAS VII DI SMP INSAN TELADAN Mohamad Alfin Fisar; Yasin Efendi; Mahbubul Wathoni; Rikaro Ramadi
MEDIA DIDAKTIKA Vol. 12 No. 1 (2026): Desember 2025 - Mei 2026
Publisher : LPPM Universitas Islam Darul `Ulum Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The purpose of this study was to design an Android game-based learning medium for Informatics subjects at Insan Teladan Middle School.The method used in this research was Research and Development (R&D) with the Game Development Life Cycle (GDLC) model. This development model includes 6 phases: initialization/concept creation, pre-production, production, testing, beta, and release. This research was conducted at Insan Teladan Middle School with a trial subject of 23 seventh-grade students. The data collection technique used was a questionnaire assessed by media experts, subject matter experts, teachers, and students. The results of the assessment by the experts included an average score of 86% from media experts, 80% from subject matter experts, and 88% from teacher responses, all in the "highly feasible" category. The student questionnaire assessment was conducted in one trial and received a trial result of 90% in the "highly feasible" category. Based on these assessments, the Android game-based learning medium for Informatics subjects in Middle School is declared highly feasible for use in the learning process.
DESAIN DAN IMPLEMENTASI PENILAIAN MEDIA PEMBELAJARAN IPA BERBASIS WEB DI SEKOLAH SDIT NURUL AMAL Alfadhli Putra Wijaya; Mahbubul Wathoni; Sari Palestina; Adi Alam; Yasin Efendi
PENDIDIKAN SAINS DAN TEKNOLOGI Vol 12 No 4 (2025)
Publisher : STKIP PGRI Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47668/edusaintek.v12i4.2046

Abstract

Pendidikan abad ke-21 menuntut inovasi pembelajaran berbasis teknologi yang interaktif, kontekstual, dan terdigitalisasi. Penelitian ini bertujuan mengembangkan sistem penilaian media pembelajaran Ilmu Pengetahuan Alam (IPA) berbasis web di SDIT Nurul Amal menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Permasalahan utama di sekolah ini adalah evaluasi media pembelajaran yang masih manual, tidak terdokumentasi, dan sulit diakses ulang. Penelitian menggunakan pendekatan Research and Development (R&D) dengan subjek 1 guru IPA dan 18 siswa kelas VB. Instrumen berupa angket validasi ahli media, ahli materi, serta angket respon siswa. Hasil validasi ahli media menunjukkan skor 75% (Layak), validasi ahli materi mencapai 87,5% (Sangat Layak), dan respon siswa 83% (Sangat Layak). Sistem yang dikembangkan berbasis PHP dan MySQL dengan fitur login multi-level, pengumpulan media, penilaian berbasis rubrik, serta laporan otomatis. Hasil penelitian menyimpulkan bahwa sistem ini efektif meningkatkan efisiensi, akurasi, dan keteraturan dalam evaluasi media pembelajaran IPA di sekolah dasar Islam terpadu.
Utilization of Hotspot Network Bandwidth Management at SMK Muhammadiyah Parkan Zihan Fauziah Rahmah; Mahbubul Wathoni; Yasin Efendi
Journal of Computer Science Advancements Vol. 1 No. 5 (2023)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/jsca.v1i5.619

Abstract

Mikrotik is a routing activity using Wireless Local Area Network (W-LAN) technology. Mikrotik is an operating system and software used to function a computer as a router. The model used in this study refers to the PPDIOO type development model with 6 stages, namely Prepare, Plan, Design, Implement, Operate, and Optimize. Validity tests and effectiveness tests include the product being able to run optimally and successfully improving the quality of existing network bandwidth. Data collection instruments used interviews and observation. Data collection was carried out in November 2022 at Muhammadiyah Parakan Vocational School. The results of the material expert validity test were 92%, the media expert validity test was 80%, the teacher response effectiveness test was 80% and the student effectiveness test was 88%
Perancangan Platform Digital dalam Efektifitas Administrasi Pembelajaran Dwibahasa di MI Nurul Falah Dzaky Naufal Abiyyu; Yasin Efendi; Rikaro Ramadi; Mahbubul Wathoni; Sari Palestina
Sci-tech Journal Vol. 5 No. 1 (2026): Sci-Tech Journal (STJ)
Publisher : MES Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56709/stj.v5i1.933

Abstract

The integration of administration and learning in madrasas still faces obstacles, including at MI Nurul Falah Rawa Mekar Jaya, where administrative management and English and Arabic language learning have not been optimal. This study aims to develop a website-based digital platform capable of integrating these two aspects to improve the efficiency and quality of learning. The study used the Research and Development (R&D) method with the ADDIE model through the stages of analysis, design, development, implementation, and evaluation, involving teachers and 30 fifth-grade students as trial subjects. The research instrument was a validation questionnaire from media experts, material experts, and student responses. The results showed that the media expert validation was 72.5% (valid), material experts 91% (very valid), and student responses 86.25% (very practical). These findings confirm that the developed digital platform is not only feasible to use but also effective in improving student learning outcomes while simplifying madrasah administration management, thus having implications for improving the quality of technology-based education in the madrasah environment.