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PENGENALAN DASAR HTML DAN CSS: LANGKAH PERTAMA DALAM PENGEMBANGAN WEB Andhika Mardiansyah; Bayu Nur Kasah; Haidar Rasyid Zamzami; Muh Yasin Arabu; Mikail Abdullah Nasro; Noval Kristanto; Rachma Paojiah; Yesi Wulandari
Abdi Jurnal Publikasi Vol. 3 No. 3 (2025): Januari
Publisher : Abdi Jurnal Publikasi

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Abstract

HTML (Hypertext Markup Language) and CSS (Cascading Style Sheets) are the foundational technologies for web development. Learning HTML and CSS is essential for building and designing web pages. HTML provides the structure of a webpage, while CSS is used for designing and layout purposes. Understanding these technologies is important for students to gain the necessary skills to create functional and attractive websites. This paper aims to introduce the basics of HTML and CSS to students, guiding them through the steps involved in web development, and enabling them to create their own web pages.
Perancangan Sistem Presensi Berbasis Website Menggunakan Qr Code Dengan Metode SDLC Pada SMP Makarya Rafid Rahadian; Yesi Wulandari; Andhika Mardiansyah; Saprudin, c
Jurnal Riset Informatika dan Inovasi Vol 3 No 1 (2025): JRIIN : Jurnal Riset Informatika dan Inovasi
Publisher : shofanah Media Berkah

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Abstract

Presensi siswa merupakan bagian penting dalam administrasi sekolah untuk memantau kehadiran secara akurat. Namun, di SMP Makarya, sistem presensi masih dilakukan secara manual sehingga rawan kecurangan, lambat, dan menyulitkan rekapitulasi data. Untuk mengatasi hal tersebut, dirancang sistem presensi berbasis website menggunakan teknologi QR Code. Sistem ini memungkinkan siswa melakukan presensi dengan pemindaian QR Code, serta guru dapat memantau dan merekap data secara otomatis. Pengembangan sistem dilakukan menggunakan metode System Development Life Cycle (SDLC) yang meliputi analisis, desain, implementasi, pengujian, dan pemeliharaan. Hasilnya, aplikasi presensi digital ini mampu meningkatkan efisiensi, akurasi, dan kemudahan dalam pengelolaan data kehadiran siswa..
Hakikat Pembelajaran Sastra Anak Di SD/MI Khairun Nisa; Yesi Wulandari
Indonesian Journal of Multidisciplinary Scientific Studies Vol 2 No 4 (2024): Terbitan Edisi Juli 2024
Publisher : Lembaga Penelitian Dan Pengabdian Masyarakat (LPPM) STAI Raudhatul Akmal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33151/ijomss.v2i4.226

Abstract

sekolah dasar di kelas tinggi. Penelitian ini bertujuan untuk mengetahui strategi pembelajaran bahasa dan sastra apa yang efektif untuk siswa sekolah dasar kelas tinggi. Penelitian ini menggunakan metode studi pustaka, dengan pengumpulan data dari berbagai sumber seperti buku, jurnal, dan penelitian yang dilakukan sebelumnya, yang diperoleh dari berbagai referensi yang dianalisis secara kritis. Sastra anak merupakan sebuah karya sastra yang ceritanya berkorelasi dengan dunia anak-anak dan bahasa yang digunakan sesuai dengan perkembangan intelektual, dan emosional anak. Pembelajaran sastra di sekolah dasar dapat diklasifikasikan dalam tiga kelompok, yaitu; pembelajaran fiksi, pembelajaran puisi, dan pembelajaran drama. Ketiga bentuk sastra ini harus disajikan guru secara apresiasi.
Utilization of Digital Technology in Arabic Language Learning At MIS Ikhlasiyah Tuamang Al Fatha, Khairani; Anisa Khairani; M. Billy Kurniawan; Mutiya; Shifa Sofyan; Syahri Anggi Rezeki; Yesi Wulandari; Sapri
PEBSAS: Jurnal Pendidikan Bahasa dan Sastra Vol. 2 No. 1 (2024): March
Publisher : Yayasan Insan Cipta Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61721/pebsas.v2i1.259

Abstract

The use of technology in learning Arabic has become the main focus in efforts to increase the effectiveness and attractiveness of learning. This research discusses various approaches and technological applications that can be used to enrich the Arabic language learning experience. Online-based learning methods, use of mobile applications and interactive multimedia platforms are the main aspects explored. Evaluation of learning outcomes shows that technology integration can improve students' understanding of grammar, vocabulary and speaking competence in Arabic. The application of technology in Arabic language learning is expected to make a significant contribution to the progress of language education by utilizing the potential of modern technology. This research aims to determine the use of digital technology in Arabic language learning in class V of MIS Ikhlasiyah Tuamang. The method used is descriptive qualitative. The sample in this study was all class V students of MIS Ikhlasiyah Tuamang. Data collection techniques use observation, interviews and documentation. The data analysis technique uses theories from Milex and Huberman, namely reducing data, presenting data, and concluding data. The results of this research show that there is minimal use of digital technology in Arabic language learning in class V of MIS Ikhlasiyah Tuamang. This is shown from the results of interviews and observations that have been carried out, that in class V MIS Ikhlasiyah Tuamang, Arabic language learning very rarely uses digital technology, teachers more often use Arabic textbooks as a learning medium.
Pengembangan Permainan Monopoli Sebagai Media Pada Materi Puisi Kelas IV SDN 105352 Pasar Miring Kecamatan Pagar Merbau Yesi Wulandari; Syarifah Ainun Harahap; Nuri Ramadhan
Jurnal Pendidikan Sains dan Teknologi Terapan | E-ISSN : 3031-7983 Vol. 1 No. 3 (2024): Juli - September
Publisher : CV.ITTC INDONESIA

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Abstract

This development research aims to explain the procedures for developing monopoly game media and analyze student responses to monopoly game media. The development of monopoly game media was carried out to foster students' enthusiasm for learning in poetry material. Apart from that, this media was developed in accordance with the characteristics of students and the students' learning environment, namely the school environment implements a teaching and learning process through collaboration between subject matter and the natural environment, so that the learning process is done while learning. play. This research includes Research and Development research using the ADDIE (Analize, Design, Develop, Implement, Evaluate) development model which was tested on 30 class IV students at SDN 105352 Pasar Miring, Pagar Merbau District. Data collection techniques in this research used questionnaires, interviews, observation and documentation. Data analysis techniques use quantitative data analysis and qualitative data analysis. This monopoly game media was developed as a learning medium for poetry material for class IV Indonesian language subjects at SDN 105352 Pasar Miring, Pagar Merbau District. This monopoly game media product has several components, namely a container, game board, manual and answer key, icon cards, dice and player miniatures. This research and development produces monopoly game learning media products. The validation results for the monopoly game media product obtained valid criteria with a score from the material expert validator of 97.5%, the media design expert validator 87.5%, the learning expert validator 95%. The monopoly game media also received a positive score from student responses, namely 97.5%. Based on the student response criteria, the monopoly game media as a medium for learning poetry material in Indonesian subjects is positive.