Articles
Improving Basketball Passing Techniques through a Problem-Based Learning Approach
Hasibuan, Ahmad Riady;
Syafrayani, Putri Rizki
AlAdzkiya International of Education and Sosial (AIoES) Journal Vol 5, No 2 (2024)
Publisher : Al'Adzkiya Journal
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DOI: 10.55311/aioes.v5i2.292
This study aims to enhance passing technique skills in basketball using a Problem-Based Learning (PBL) model at SMA Negeri 11 Medan, incorporating audio-visual media. Employing a quantitative method, the study involved a population and sample of 36 students from Class XI IPA 1 at SMA Negeri 11 Medan. The variables in this research include the Problem-Based Learning (PBL) model, audio-visual learning media, and learning outcomes. The results of the independent t-sample test showed a significance value of 0.000, which is less than 0.05, indicating a significant difference between the learning outcomes of students using the PBL model and those using conventional learning methods. The average score of students using the PBL model was 83.89, while the average score of students using conventional learning methods was not reported in this paragraph.
Implementation of Multimedia Development Life Cycle in Learning Media Applications for Children with Mental Disabilities
Hakim, Arief Rahman;
Hasibuan, Ahmad Riady;
Hariani, Pipit Putri
Hanif Journal of Information Systems Vol. 2 No. 1 (2024): August Edition
Publisher : Ilmu Bersama Center
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DOI: 10.56211/hanif.v2i1.28
Mental retardation is a condition of intellectual disabilities experienced by children who have abilities below average. Children with intellectual disabilities are difficult to understand the lesson because they have a delay in developing intelligence. Interactive multimedia-based learning media can be used as one solution to become a method in mentally disabled children's learning process. This study aims to build a learning media for mentally disabled children based on interactive multimedia called Edinata, which stands for learning media for children with intellectual disabilities. Edinata is an application to help developmentally disabled children in introducing letters, numbers, surrounding objects, and coloring games. The method used in the development of this interactive multimedia learning media is the Multimedia Development Life Cycle (MDLC), which consists of 6 stages: concept, design, material collecting, assembly, testing, and distribution. In this study, the black box method is used to conduct testing. Based on black-box testing that has been done, all the menus contained in the application can be run properly.
Pengembangan Program Olahraga Rekreasi untuk Meningkatkan Kebugaran Jasmani Siswa SD
Hasibuan, Ahmad Riady;
Khairani, Suci
Wahana Jurnal Pengabdian kepada Masyarakat Vol. 3 No. 1 (2024): Edisi Juni
Publisher : Ilmu Bersama Center
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DOI: 10.56211/wahana.v3i1.627
Peningkatan kebugaran jasmani pada anak usia sekolah dasar merupakan aspek penting dalam mendukung pertumbuhan dan perkembangan fisik serta mental. Penelitian ini bertujuan untuk mengembangkan dan mengimplementasikan program olahraga rekreasi yang dirancang khusus untuk meningkatkan kebugaran jasmani siswa Sekolah Dasar (SD). Metode yang digunakan dalam penelitian ini melibatkan pendekatan kuasi-eksperimental dengan melibatkan siswa kelas 4 dan 5 di dua SD di Kota Medan sebagai subjek. Program olahraga rekreasi ini meliputi berbagai aktivitas fisik yang menyenangkan dan mudah diakses oleh anak-anak, seperti permainan tradisional, senam ritmik, dan lomba lari jarak pendek, yang dilaksanakan selama 12 minggu. Hasil penelitian menunjukkan bahwa partisipasi siswa dalam program olahraga rekreasi ini secara signifikan meningkatkan tingkat kebugaran jasmani mereka, yang diukur melalui tes kebugaran jasmani dasar, seperti tes lari 20 meter, tes sit-up, dan tes kelenturan. Selain itu, program ini juga berdampak positif pada motivasi siswa untuk berolahraga dan partisipasi mereka dalam aktivitas fisik di luar jam sekolah. Temuan ini menunjukkan bahwa olahraga rekreasi dapat menjadi sarana efektif dalam mempromosikan kebugaran jasmani di kalangan siswa SD. Dari hasil ini, direkomendasikan agar program serupa diterapkan secara lebih luas di sekolah-sekolah lain, serta dikombinasikan dengan kegiatan edukatif lainnya untuk mendukung gaya hidup sehat sejak dini. Penelitian lebih lanjut diperlukan untuk mengevaluasi efektivitas program dalam jangka panjang serta dampaknya terhadap aspek kesehatan lainnya.
Design of a Virtual Based English Learning Application System Reality and Augmented Reality
Hasibuan, Ahmad Riady;
Syafrayani, Putri Rizki;
Khairani, Suci
InfoTekJar : Jurnal Nasional Informatika dan Teknologi Jaringan Vol 8, No 2 (2024): InfoTekJar Maret
Publisher : Universitas Islam Sumatera Utara
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DOI: 10.30743/infotekjar.v8i2.9894
Textbook-based learning media makes the learning atmosphere less attractive for students, especially for elementary school students. This causes the transfer of knowledge to be hampered. Advances in information technology have penetrated the world of education which applies information technology as a tool in teaching and learning activities such as visual animations including augmented reality technology. The augmented reality of technology in English learning applications is a solution to attract the interest of elementary school children. This application has two main features, namely learning and quizzes. First, students are given an introduction to objects around the house in English, then asked to work on questions in an augmented reality and virtual reality technology environment. This application carries out several processes which include reading marker symbols using a camera, then carrying out a pre-processing stage, namely the segmentation process for comparing marker symbols. If the marker symbol is an image that is similar to the reference data, the recognition image will be used to display the 3 dimensions of the object. The trial results show that the features of this application work well, and students perceive it as helpful to have this application for learning English.
Pengaruh Project-Based Learning terhadap Peningkatan Hasil Belajar Teknik Shooting Sepak Bola di Pendidikan Dasar
Hasibuan, Ahmad Riady;
Syafrayani, Putri Rizki
Jurnal Penelitian, Pendidikan dan Pengajaran: JPPP Vol 5, No 3 (2024)
Publisher : Universitas Muhammadiyah Sumatera Utara
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DOI: 10.30596/jppp.v5i3.20140
Tujuan penelitian ini adalah untuk menyelidiki bagaimana model pembelajaran berbasis proyek (PjBL) dapat mempengaruhi keterampilan teknik shooting sepak bola pada siswa sekolah dasar. Metode eksperimen yang digunakan dalam penelitian ini adalah desain kelompok kontrol nonequivalent. Total sampel yang digunakan sebanyak 73 siswa yang dibagi ke dalam dua kelompok. Kelompok eksperimen menerima perlakuan pembelajaran dengan integrasi model PjBL, sedangkan kelompok kontrol menerima pembelajaran konvensional atau instruksi langsung (DI). Intervensi berlangsung selama delapan minggu, dan guru dan siswa bertemu satu kali setiap minggu sesuai jadwal. Baik kelompok eksperimen maupun kontrol menerima 100 menit instruksi tatap muka, 120 menit tugas mandiri, dan 120 menit tugas terstruktur. Dua alat digunakan untuk mengevaluasi kemampuan shooting sepak bola: tes shooting 3 meter dan lembar observasi selama eksperimen. Data penelitian dianalisis dengan uji t, uji persyaratan data, dan analisis deskriptif. Hasil penelitian menunjukkan bahwa pengajaran dengan model PjBL dan metode tradisional (DI) memiliki efek positif dan memiliki kemampuan untuk meningkatkan keterampilan teknik shooting sepak bola siswa (p 0.05). Namun, ada perbedaan signifikan antara kelompok eksperimen dan kontrol yang ditunjukkan dengan nilai Z -5.275 dan Sig. 0.000 (p 0.05). Kelompok eksperimen yang diajarkan dengan menggunakan PjBL menunjukkan hasil yang lebih baik (p 0.05).
ANALYSIS OF RON 92 OIL BASED ON MORPHOLOGY AND HISTOGRAM TECHNIQUES
Sari, Indah Purnama;
Azis, Zainal;
Hasibuan, Ahmad Riady
BAREKENG: Jurnal Ilmu Matematika dan Terapan Vol 19 No 2 (2025): BAREKENG: Journal of Mathematics and Its Application
Publisher : PATTIMURA UNIVERSITY
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DOI: 10.30598/barekengvol19iss2pp1341-1352
In oil quality monitoring, digital imagery has become an essential tool. With the advancement of technology, digital imagery can be used to visualize oil samples and perform analysis quickly and accurately. However, effective image processing techniques are needed to generate useful information from digital images. The main problem faced in fuel quality evaluation is the inaccuracy and inconsistency of manual methods. Manual methods often require expensive equipment and trained workers and are prone to human error. Therefore, a more efficient and accurate method is needed. Morphological and histogram techniques on digital images offer a potential solution to this problem. One of the common techniques used in image processing is morphological techniques, which involve mathematical operations on images to change or describe certain image features. This technique can help identify important structures and patterns in Ron 92 oil images, such as quality and cleanliness. In addition, histograms are helpful statistical tools in image analysis, which represent the distribution of pixel intensities in an image. Histogram analysis can provide insight into the distribution of pixel intensity values in an oil image, which is relevant to the quality and homogeneity of the oil.
Enhancing Mastery of Basic Football Dribbling Skills among Upper Primary School Students through Augmented Reality-Based Interactive Learning Media
Hasibuan, Ahmad Riady;
Sari, Suci Perwita;
Sari, Indah Purnama
EDUCATION JOURNAL OF INDONESIA Vol. 6 No. 1 (2025)
Publisher : EDUCATION JOURNAL OF INDONESIA
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DOI: 10.30596/eji.v6i1.4821
This study aims to improve students’ learning outcomes in the basic football dribbling technique through the implementation of augmented reality (AR) as an interactive learning aid. An experimental method was employed, using pre-tests and post-tests to measure students’ learning gains. The analysis revealed a significant improvement in student performance following the use of AR technology. The average post-test score (69.32) was notably higher than the pre-test score (65.13), with the difference indicating that AR implementation effectively enhanced students’ understanding and skills in dribbling. Homogeneity and normality tests confirmed that the data were normally distributed and homogeneous, thus supporting the validity of the study. Moreover, AR media was shown to foster student motivation and enhance learning interactivity, making it a compelling alternative to increase students’ interest and academic performance, particularly in physical education. Overall, AR technology not only improved learning outcomes but also fostered a more engaging and interactive classroom environment, thereby holding potential to elevate educational quality at the primary level.
Design of a Virtual Based English Learning Application System Reality and Augmented Reality
Hasibuan, Ahmad Riady;
Syafrayani, Putri Rizki;
Khairani, Suci
InfoTekJar : Jurnal Nasional Informatika dan Teknologi Jaringan Vol 8, No 2 (2024): InfoTekJar Maret
Publisher : Universitas Islam Sumatera Utara
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DOI: 10.30743/infotekjar.v8i2.9894
Textbook-based learning media makes the learning atmosphere less attractive for students, especially for elementary school students. This causes the transfer of knowledge to be hampered. Advances in information technology have penetrated the world of education which applies information technology as a tool in teaching and learning activities such as visual animations including augmented reality technology. The augmented reality of technology in English learning applications is a solution to attract the interest of elementary school children. This application has two main features, namely learning and quizzes. First, students are given an introduction to objects around the house in English, then asked to work on questions in an augmented reality and virtual reality technology environment. This application carries out several processes which include reading marker symbols using a camera, then carrying out a pre-processing stage, namely the segmentation process for comparing marker symbols. If the marker symbol is an image that is similar to the reference data, the recognition image will be used to display the 3 dimensions of the object. The trial results show that the features of this application work well, and students perceive it as helpful to have this application for learning English.
Utilization Application Mobile for Speed Up Searching Boarding House Android Based
Guntur, Surya;
Manurung, Asrar Aspia;
Hasibuan, Ahmad Riady
Tsabit Journal of Computer Science Vol. 1 No. 1 (2024): June Edition
Publisher : Ilmu Bersama Center
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DOI: 10.56211/tsabit23
Purwokerto is a city in Central Java Province. Purwokerto's development is currently relatively rapid, both in the economic and educational fields. There are many boarding houses for rent in the Purwokerto area, especially around campuses and business areas. However, the majority of boarding house owners still market their boarding places manually, such as putting up the words 'Accept Boarding House' in front of the house or by hiring a jockey. Along with current technological developments, especially in the smartphone sector, many applications have emerged that help users. To bridge the needs of users and boarding house providers, an application is needed that can display information on boarding houses in Purwokerto. The application was built on a mobile basis with the Android operating system for users who want to find a boarding house. Meanwhile, boarding house providers use a web-based system that can update boarding house advertisements. The method used in preparing this research uses the Waterfall model. The testing stage is carried out by conducting product tests. Product testing is carried out by testing the application using the reliability and attributes durability, conformance, serviceability, apperarance and perceived quality. The Android-based boarding house information system in Purwokerto can help users or boarding house seekers to obtain information about boarding houses more quickly, so the user becomes more efficient in Look for the accommodation you want.
Internet of Things : Sistem Monitoring Tandon Air Berbasis ESP-8266
Basri, Muhammad;
Manurung, Asrar Aspia;
Hasibuan, Ahmad Riady
Portal Riset dan Inovasi Sistem Perangkat Lunak Vol. 2 No. 1 (2024): Artikel Penelitian
Publisher : SoraTekno Publisher
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DOI: 10.59696/prinsip.v2i1.72
Kota medan merupakan kota yang di dalamnya terdapat beberapa dusun. Dimana dusun tersebut mengalami kesulitan air bersih, sehingga mendapatkan bantuan berupa sumur bor, mesin pompa air dan tandon air dari KAPOLRES Kabupaten Langkat melalui program POLRI Peduli Lingkungan. Dengan adanya program tersebut, masyarakat sangat terbantu dalam mendapatkan air bersih. Akan tetapi, pihak Desa maupun Kepala Dusun setempat sulit untuk memantau maupun menghitung dalam hal pembagian air bersih secara merata dan adil. Masalah tersebut dapat teratasi dengan adanya sistem tandon air cerdas berbasis internet of things. Sistem ini dapat bekerja secara otomatis yang dilengkapi beberapa sensor seperti sensor ultrasonik dan modul relay yang akan mengontrol pompa air untuk pengisian air ke dalam tandon air. Sistem ini juga dilengkapi dengan keypad 4x4, masyarakat dapat memasukkan kode akses melalui keypad yang akan mengaktifkan solenoid valve dan sensor waterflow dalam menghitung pembagian air yang akan keluar untuk masyarakat. Dalam hal pemantauan, sistem ini dapat di monitoring melalui aplikasi blynk dari jarak jauh menggunakan akses internet. Sebagai pusat data dan kontrol, digunakan mikrokontroler ESP8266. Hasil pengujian menunjukkan bahwa sensor ultrasonik memiliki akurasi rata-rata 98,7% dalam mengukur jarak, sementara sensor flow meter memiliki akurasi rata-rata 98,3% dalam mengukur volume aliran air. Sistem ini dapat memantau ketinggian air dan pengambilan air secara akurat dan efisien, serta mengotomatiskan proses pengelolaan sumber daya air di tandon.