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Pengembangan LKPD Online Tingkat SD yang Terintegrasi Langsung dengan Sistem Pengerjaan dan Penilaian Nugroho, Dicky Anggriawan
Indonesian Journal of Islamic Elementary Education Vol 2 No 2: November 2022
Publisher : Universitas Islam Negeri K.H. Abdurrahman Wahid Pekalongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28918/ijiee.v2i2.6507

Abstract

This research aims to develop onlinelearning media based on students’ worksheets which can be accessed onlineand directly integrated with the work system and assessment system. Research-based research and Development(R&D) with the 4D model Developmentmethod. The subjects of this study were experts at SDN 03 Gejlig consisting of learning media experts, material experts and 6th grade students. The research was started by collecting data based on the results of interviews and direct observation, surveys onmedia from learning media experts, surveys on material from learning material experts, and surveys on students' learning motivation using Google Forms to get results that are easy to analyze. For data analysis techniques using quantitative descriptive analysis and hypothesis testing using simple linear regression. And the results of the analysis show that the elementary school-Level OnlineStudent Worksheet-based learning media is very feasible to develop and apply because of its effectiveness in influencing student motivation and facilitating the assessment system and work on students’ worksheets.
The Implementation of Improved Advanced Encryption Standard and Least Significant Bit for Securing Messages in Images Pujiono, Imam Prayogo; Rachmawanto, Eko Hari; Nugroho, Dicky Anggriawan
Journal of Applied Intelligent System Vol. 8 No. 1 (2023): Journal of Applied Intelligent System
Publisher : Universitas Dian Nuswantoro and IndoCEISS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/jais.v8i1.7324

Abstract

Security and confidentiality are essential aspects needed in the process of exchanging messages. Maintaining the message's security and confidentiality can be done by encrypting the message with cryptographic techniques to protect the message. However, the encrypted message (ciphertext) usually raises suspicion from eavesdroppers so that they try to unravel the contents of the message or damage the contents of the message or prevent the message from reaching the intended recipient. To avoid eavesdroppers' suspicion of encrypted messages, after encryption, the ciphertext can then be inserted into an image using steganography techniques so that eavesdroppers do not know whether there is a secret message in an image. In this research, the authors use the Improved AES-128 (Advanced Encryption Standard) Algorithm to encrypt messages and LSB (Least Significant Bit) Algorithm to insert ciphertext into an image. Where the AES Algorithm Improvement is made by adding a sending and receiving applications ID to modify the Key Schedule process, with modifications to the Key Schedule process, messages can only be read on the original recipient's cellphone by entering the correct key. The results of this study show that eavesdroppers do not easily know the existence of the ciphertext, besides that even if the eavesdroppers get the ciphertext and know the encryption key, the message remains unreadable on their cellphone because the ID of the application sending or receiving the message has changed.
Pengembangan Keterampilan Digital Guru Melalui Pelatihan LKPD Online Berbasis Sistem Terintegrasi Nugroho, Dicky Anggriawan; Rofiah, Nurul Hidayati; Pujiono, Imam Prayogo
JURNAL PENGABDIAN TEKNOLOGI TEPAT GUNA Vol 5 No 3 (2024): Teknologi Tepat Guna (JPTTG)
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/jpttg.v5i3.1783

Abstract

Program pengabdian masyarakat ini bertujuan meningkatkan keterampilan digital guru di SDN 3 Gejlig Kabupaten Pekalongan melalui pelatihan pembuatan LKPD online berbasis sistem terintegrasi. Pelatihan tiga hari mencakup pembuatan desain LKPD dengan Canva, penyusunan LKPD menggunakan Google Slide, dan integrasi ke Google Classroom. Metode partisipatif, FGD, dan workshop digunakan untuk memastikan keterlibatan aktif para guru. Hasil menunjukkan peningkatan signifikan dalam keterampilan digital guru, yang kini lebih percaya diri dan kompeten menggunakan alat digital. Teknologi yang digunakan mempermudah sistem penugasan, pengerjaan, dan penilaian, membuat proses pembelajaran lebih efektif dan efisien. Pelatihan ini juga memunculkan pemimpin lokal yang mendukung transformasi digital di sekolah. Rekomendasi mencakup pelatihan berkelanjutan, dukungan teknis, dan monitoring berkala untuk keberlanjutan program.
PENINGKATAN LITERASI BAHASA DALAM MINAT BACA SISWA DI MADRASAH IBTIDAIYAH SALAFIYAH (MIS) KURIPAN KIDUL PEKALONGAN Hardini, Isriani; Sari, Nurul Husnah Mustika; Nugroho, Dicky Anggriawan
Kumawula: Jurnal Pengabdian Kepada Masyarakat Vol 8, No 1 (2025): Kumawula: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Padjadjaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24198/kumawula.v8i1.56306

Abstract

The community service program aims to improve language literacy and reading interest among students at Madrasah Ibtidaiyah Salafiyah (MIS) Kuripan Kidul, Pekalongan. This initiative was carried out in response to the low interest in reading observed at the school. During initial observations, many children admitted that they did not enjoy reading and had difficulty understanding texts when asked by their teachers. The methods used included observing to identify literacy challenges at the school, coordinating with school staff to plan outreach activities, and conducting sessions on the importance of reading. We also organized and provided books for the school library to offer students more engaging reading materials that align with their interests and needs. As a result of our efforts, the program has led to a significant increase in students' interest in reading, as shown by their enthusiasm in participating in the activities and the positive feedback from teachers. This program demonstrates that similar initiatives can help foster a reading culture in other schools and address the issue of low literacy rates in Indonesia. Program pengabdian masyarakat ini bertujuan untuk meningkatkan literasi bahasa dan minat baca pada siswa di Madrasah Ibtidaiyah Salafiyah (MIS) Kuripan Kidul, Pekalongan. Kegiatan ini dilaksanakan karena rendahnya minat baca di sekolah tersebut saat dilakukan observasi. Berdasarkan observasi diketahui bahwa banyak anak yang mengaku tidak suka membaca serta kurang bisa memahami bacaan ketika ditanya oleh guru. Metode yang digunakan meliputi observasi untuk memahami tantangan literasi di sekolah, koordinasi staf sekolah untuk merencanakan penyuluhan, dan melaksanakan penyuluhan tentang pentingnya membaca. Tim pemberdayaan juga melakukan penaataan dan penyediakan buku-buku untuk perpustakaan sekolah agar siswa memiliki lebih banyak bahan bacaan yang menarik sesuai dengan apa yang diminati siswa dan apa yang mereka butuhkan. Sehingga setelah upaya yang dilakukan dari program ini dapat menunjukkan adanya peningkatan signifikan dalam minat baca siswa. Hal ini terlihat dari siswa yang sangat antusias mengikuti kegiatan ini dan juga dari pihak guru juga memberikan tanggapan yang positif. Program ini menunjukkan bahwa inisiatif serupa dapat membantu menciptakan budaya membaca di sekolah lain dan mengatasi masalah rendahnya tingkat literasi di Indonesia.
Development Of Flip Book Media For Sports And The Value Of Patriotism Haryanto, Andung Dwi; Nugroho, Dicky Anggriawan; Ylsan, Dheandra Tsabitha
STAMINA Vol 8 No 2 (2025): Journal of Stamina June Edition
Publisher : DEPARTEMEN KESEHATAN DAN REKREASI FAKULTAS ILMU KEOLAHRAGAAN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jst.v8i2.1286

Abstract

Physical education, sports and health should be implemented creatively and comprehensively. Learning not only emphasizes psychomotor aspects, but understanding the material provided is also important. Sports courses, conventionally considered the domain of physical activity, are now getting a touch of digital technology to make them more relevant and interesting. As technology develops, the entry of dominant foreign cultures causes a decline in love for local culture. In the era of globalization, the spirit of patriotism has decreased in line with the weakening of love for the country. Patriotism can be realized in one way through sport, where sport plays a role in the construction and reproduction of national identity. This research aims to develop flip book-based learning media to help understand sports and the value of patriotism. The research method used is the research and development (R&D) method. The product designed is a sports flipbook learning media that can be used on smartphones or computers. The development model used is the ADDIE development model, namely: 1) analysis, 2) design, 3) development, 4) implementation, and 5) evaluation. Quantitative data analysis techniques use descriptive statistics, and qualitative data uses content analysis techniques. The results of the research show that sports flipbook media has been produced which contains text, images and videos of sports material and patriotism values. As a result of understanding sports material, the average test score increased from 65 to 85, sports practical skills, the average score increased from 70 to 88, and understanding the value of patriotism, the average score increased from 60 to 83
Development of A Web-Based LMS To Enhance the Effectiveness of Arabic Language Learning at UIN K.H. Abdurrahman Wahid Pekalongan Fathuddin, Ahmad Ubaedi; Jaeni, Muhamad; Nugroho, Dicky Anggriawan
ALSINATUNA Vol 10 No 2 (2025): June 2025
Publisher : Universitas Islam Negeri K.H. Abdurrahman Wahid Pekalongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28918/alsinatuna.v10i2.11328

Abstract

The research objectives were to assess learning effectiveness pre- and post-LMS implementation, identify challenges encountered by users (lecturers and students), and determine specific aspects where the LMS could improve pedagogical outcomes in higher education. A Research and Development (R&D) methodology, structured around the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), was employed. Subjects included students and lecturers from the Arabic Language Education Program. Data collection utilized questionnaires, interviews, and classroom observations, with quantitative data analyzed using ANOVA. Key findings indicated that LMS implementation significantly improved learning outcomes, evidenced by a 15% average increase in student exam scores. Furthermore, 85% of students reported easier access to learning materials, and 78% of lecturers found course and assessment management more streamlined. The novelty of this research lies in the development and empirical validation of an LMS specifically designed for the pedagogical and cultural needs of Arabic language learning in an Indonesian Islamic higher education institution, offering a replicable R&D model. As a recommendation, future development should prioritize mobile optimization and the integration of more diverse interactive features to ensure sustained effectiveness.
The effect of augmented reality-based Snake and Ladder game on early childhood cognitive development Winasari Winasari; Nugroho, Dicky Anggriawan; Zubaidi, Muhammad Fikri bin
Jurnal Inovasi Teknologi Pendidikan Vol. 12 No. 3 (2025): September
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v12i3.88473

Abstract

This study examines the impact of an Augmented Reality (AR)-based Snake and Ladder board game on improving early childhood cognitive abilities. Conventional learning often causes boredom and limits children’s creativity, so innovative media that stimulate reasoning and imagination are needed. Using the Research and Development (R&D) method with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation), this research involved 26 children at Bustanul Athfal Sragi Kindergarten. The analysis phase revealed that children were active, competitive, and curious. The AR-based Snake and Ladder game was designed by integrating physical boards with AR question cards connected to 3D objects in the Assemblr EDU application. Media and material experts validated the product with feasibility scores of 84% and 80%, both categorized as “Highly Valid.” Implementation results showed that the AR-based game effectively increased children’s interest, enthusiasm, curiosity, and cognitive stimulation through an engaging blend of digital and real-world interaction, aligning with the “learning while playing” principle and fostering early technological literacy. Further research is recommended to explore similar technology-based learning media across different educational contexts, age groups, and subjects to enhance understanding of its effectiveness and long-term educational benefits.
Pengembangan Keterampilan Digital Guru Melalui Pelatihan LKPD Online Berbasis Sistem Terintegrasi Nugroho, Dicky Anggriawan; Rofiah, Nurul Hidayati; Pujiono, Imam Prayogo
JURNAL PENGABDIAN TEKNOLOGI TEPAT GUNA Vol 5 No 3 (2024): Teknologi Tepat Guna (JPTTG)
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/jpttg.v5i3.1783

Abstract

Program pengabdian masyarakat ini bertujuan meningkatkan keterampilan digital guru di SDN 3 Gejlig Kabupaten Pekalongan melalui pelatihan pembuatan LKPD online berbasis sistem terintegrasi. Pelatihan tiga hari mencakup pembuatan desain LKPD dengan Canva, penyusunan LKPD menggunakan Google Slide, dan integrasi ke Google Classroom. Metode partisipatif, FGD, dan workshop digunakan untuk memastikan keterlibatan aktif para guru. Hasil menunjukkan peningkatan signifikan dalam keterampilan digital guru, yang kini lebih percaya diri dan kompeten menggunakan alat digital. Teknologi yang digunakan mempermudah sistem penugasan, pengerjaan, dan penilaian, membuat proses pembelajaran lebih efektif dan efisien. Pelatihan ini juga memunculkan pemimpin lokal yang mendukung transformasi digital di sekolah. Rekomendasi mencakup pelatihan berkelanjutan, dukungan teknis, dan monitoring berkala untuk keberlanjutan program.
PENGEMBANGAN ALGORITMA FUZZY SUGENO DALAM PEMBUATAN KUIS DI POWERPOINT DENGAN VISUAL BASIC UNTUK MENINGKATKAN MOTIVASI BELAJAR MANDIRI MAHASISWA Nugroho, Dicky Anggriawan
Journal of Information System and Computer Vol. 4 No. 1 (2024): Juli 2024
Publisher : Universitas Islam Nahdlatul Ulama Jepara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34001/jister.v4i1.984

Abstract

This research developed an interactive quiz in PowerPoint slides using Visual Basic and the Sugeno fuzzy algorithm to increase students' motivation for self-directed learning. The Research and Development (R&D) method with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) was used in the development of this quiz. The Sugeno fuzzy algorithm was applied to display adaptive message boxes based on students' quiz performance, providing different feedback according to their performance. These messages were designed to motivate students in self-directed learning by offering positive reinforcement and suggestions for improvement. The results showed that the quiz developed with this approach successfully increased students' motivation and engagement in self-directed learning. The use of the Sugeno fuzzy algorithm for assessment and feedback proved effective in creating an interactive, adaptive, and motivating learning environment.
Analysis of Phishing Link Attack Threats to User Account Security Syofiyana, Riskha; Ramadani, Indri Oktavia; Larasati, Annisa; Ahabbany, Aghitsna Yashiva Aulia; Nugroho, Dicky Anggriawan
Indonesian Journal of Computer Science and Engineering Vol. 2 No. 01 (2025): IJCSE Volume 02 Number 02, November 2025
Publisher : CV. Cendekiawan Muda Sriwijaya

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

Abstract

This study examines the threat of phishing link attacks to user account security by tracing common attack patterns, user behavior, and system vulnerabilities. The study explains how attackers use fake URLs to trick users into unknowingly providing personal information and login credentials. Through qualitative analysis of several phishing case studies, it was found that low user awareness, weak link verification habits, and lack of protection at the platform level significantly increase the risk of credential theft. This research also emphasizes the importance of implementing multi-factor authentication, URL filtering, and ongoing user education as mitigation efforts to minimize the impact of phishing attacks. The findings of this study provide insight into effective prevention strategies that can improve user account security and support the development of more robust authentication systems.