Fiqih Hana Saputri
Institut Teknologi dan Bisnis Bina Sarana Global, Indonesia

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Pengembangan Media Pembelajaran Sejarah Indonesia Berbasis Game Edukasi Untuk Siswa Kelas 7 Madrasah Tsanawiyah Al-Hafizh Rajeg Fiqih Hana Saputri; Gharifa Al Ikhsan Ananda Putra
G-Tech: Jurnal Teknologi Terapan Vol 8 No 1 (2024): G-Tech, Vol. 8 No. 1 Januari 2024
Publisher : Universitas Islam Raden Rahmat, Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33379/gtech.v8i1.3448

Abstract

MTS Al-Hafizh Rajeg merupakan sekolah yang berlokasidi Tangerang. Kurangnya pengetahuan siswa terhadap Sejarah di Indonesia merupakan masalah yang sedang terjadi. Maka, dibuatlah media pembelajaran sejarah indonesia berbasis mobile untuk mempermudah siswa belajar sejarah. Tujuan penelitian ini adalah untuk mengembangkan game edukasi sejarah Indonesia yang dapat meningkatkan minat dan pemahaman peserta didik MTs Al-Hafizh Rajeg tentang materi sejarah Indonesia yang ada pada mata pelajaran Pendidikan kewarganegaraan. Metode yang digunakan adalah Metode Waterfall. Penelitian ini menggunakan Construct 2 dalam pembuatan media pembelajaran yang menarik, interaktif, dan user friendly. Dari hasil perhitungan tingkat kelayakan dapat diketahui nilai kepuasan responden dari pengisian koesioner sebanyak 95% dari 10 responden, dapat disimpulkan bahwa media pembelajaran Sejarah Indonesia ini telah mencapai tingkat kepuasan yang baik. Secara keseluruhan, pengembangan game edukasi sejarah Indonesia ini memiliki potensi yang baik untuk meningkatkan minat dan pemahaman peserta didik MTs Al-Hafizh Rajeg terhadap materi sejarah Indonesia yang ada pada mata pelajaran Pendidikan kewarganegaraan.
Development of English Learning Media in Narrative Texts based on RPG Game with Pancasila Character at SMP Al-Ijtihad Eka Uliyanti Putri Br Bangun; Fiqih Hana Saputri; Dimas Aji Syah Putra; Ridho Anwar
G-Tech: Jurnal Teknologi Terapan Vol 8 No 2 (2024): G-Tech, Vol. 8 No. 2 April 2024
Publisher : Universitas Islam Raden Rahmat, Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33379/gtech.v8i2.4173

Abstract

SMP Al-Ijtihad 2 Kuta Baru is a school located in Tangerang. Lack of learning media affects to the learning process. A variety learning media can increase student’s motivation towards learning English is an ongoing problem. So, Development of English Learning Media in Narrative Texts based on RPG Games with Pancasila Character was created to make it easier for students to learn English. The aim of this research is to develop an English educational game that can increase the interest and understanding of students regarding narrative text material containing the character of Pancasila in English subjects. The method used is the Waterfall Method. This research used Waterfall. The results of the development of learning media that is interesting, interactive and user friendly. From the results of calculating the level of feasibility, it can be seen that the satisfaction value of respondents from filling in the questionnaire is 95% of the 10 respondents. It can be concluded that the English learning media in narrative text with Pancasila characters has reached good impact and satisfactory level. In conclusion, the development of narrative text English learning media has good potential to increase students’ in SMP Al-Ijtihad 2 Kutbaru interest and understanding of narrative text material in English subjects.
Game Based Learning Using Construct for Basic English Vocabulary at Elementary School Students Akmal Perdana; Auzil Mustaqim Herman; Fiqih Hana Saputri; Eka Uliyanti Putri Br Bangun
G-Tech: Jurnal Teknologi Terapan Vol 9 No 2 (2025): G-Tech, Vol. 9 No. 2 April 2025
Publisher : Universitas Islam Raden Rahmat, Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70609/gtech.v9i2.6784

Abstract

English basic vocabulary learning plays a very important role for elementary school students, as it serves as the main foundation in mastering language skills, including reading, writing, listening, and speaking.  Thus, this research is focused on development.  Basic English Vocabulary Education Based on Construct, which is an interactive learning method utilizing digital technology of educational games to increase the effectiveness for learning.  Construct, as a platform for developing educational games for students can understand basic English vocabulary in a more enjoyable and non-monotonous way.  This study applies the Multimedia Development Life Cycle (MDLC) method with a constructivist approach, which allows students not only to receive information passively but also to actively build their understanding through exploration, experimentation, and direct interaction with various elements in educational games.  Based on the feasibility assessment results, the satisfaction level of respondents obtained from the questionnaire reached 93% out of a total of 10 respondents. The construct based educational game is an effective tool for improving students' grasp of basic English vocabulary through educational game-based learning.
Analysis of Customer Sentiment towards Wardah Beauty Products on Instagram Using K-Nearest Neighbors (KNN) and Naïve Bayes Algorithms Aghniya Aulia Nisa; Nur Hafidzah Safitri; Lilis Stianingsih; Fiqih Hana Saputri
G-Tech: Jurnal Teknologi Terapan Vol 9 No 2 (2025): G-Tech, Vol. 9 No. 2 April 2025
Publisher : Universitas Islam Raden Rahmat, Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70609/gtech.v9i2.6804

Abstract

The beauty industry in Indonesia continues to grow rapidly, with Wardah emerging as a leading local brand that garners numerous customer reviews on Instagram. Understanding these customer opinions is crucial, as they significantly influence brand perception and purchasing decisions. This study aims to compare the performance of K-Nearest Neighbors (KNN) and Naïve Bayes algorithms in classifying customer sentiment toward Wardah’s products on Instagram. The research follows the CRISP-DM methodology, involving data collection through web scraping, data preprocessing, and classification using both algorithms. The results show that KNN achieves higher accuracy (78.23%) than Naïve Bayes (74.56%), making it more effective in sentiment classification. KNN is advantageous in identifying distance-based patterns, while Naïve Bayes offers faster processing and easier implementation. These findings suggest that KNN is more suitable for accurate sentiment prediction. Wardah can implement a KNN-based sentiment monitoring system to track public feedback on product launches and campaigns, thereby enhancing marketing strategies and customer engagement