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PENGEMBANGAN MEDIA PEMBELAJARAN GAME BASED LEARNING BERBASIS KURIKULUM MERDEKA BELAJAR UNTUK PEMBELAJARAN BAHASA ARAB DI MI SALAFIYAH SYAFI'IYAH AR-RAHMAH NGLABAN JOMBANG Fatkhur Rizal, Muhammad; Rahmawati, Chusnia; Kristianto, Hery; Lazulfa, Indana; Rizqi Salamah, Evi; Kistofer, Terdy
ABIDUMASY 2024: ABIDUMASY : JURNAL PENGABDIAN KEPADA MASYARAKAT
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

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

Abstract

In the Independent Curriculum (Kurikum Merdeka), educators or teachers are given latitude in selecting and compiling teaching materials according to student’s needs and characteristics. The flexibility given to teachers in teaching and learning activities aims to make teachers more creative in developing appropriate teaching methods and materials. Likewise, when learning Arabic, educators can select relevant teaching materials but still refer to the learning outcomes that have been formulated. This certainly makes it easier for teachers to develop teaching materials based on student competencies and profiles. One of the easiest learning media to apply is an Android-based application. This dedication is to develop teaching materials based on learning by adding features that suit the needs and interests of users of this application, which can help improve Arabic language learning. The results of learning using games based on learning obtained an average assessment score on a Likert scale (1-5) with a score of 4.83 in terms of ease of User Interface, and 4.82 in terms of content suitability of the material. Then as many as 82.93% of respondents stated that they strongly agreed with the ease of the User Interface, and 81.71% of respondents stated that they strongly agreed with the material suitability content.
Evaluasi Penggunaan Google Classroom Dengan Metode End User Computing Satisfaction (EUCS) Fatkhur Rizal, Muhammad; Heru Mujianto, Ahmad; Setyo Permadi, Ginanjar
Inovate Vol 7 No 1 (2022): September
Publisher : Fakultas Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/inovate.v7i1.3675

Abstract

In this study, an evaluation was carried out on the LMS Google Classroom which has been used as an online learning medium, especially at the Faculty of Information Technology, Hasyim Asy'ari University during Covid-19. The impact of the covid-19 pandemic has led to online learning activities. This aims to keep the learning process running even during the Covid-19 pandemic. The evaluation used in the Google Classroom LMS uses the EUCS method which has five dimensions in its measurement including Content, Accuracy, Format, Ease of Use, and Timelines. The results of this study were obtained from data analysis on evaluating the use of the Google Classroom LMS using the EUCS method, which was 82.79%, with the assessment criteria being "Good". Keywords: Learning, Google Classroom, Evaluation, EUCS.
SISTEM PENDUKUNG KEPUTUSAN PELANGGARAN TATA TERTIB SANTRI MENGGUNAKAN METODE SMART Darmawan, Ricky; Andriani, Anita; Fatkhur Rizal, Muhammad; Widoyoningrum, Sri
Inovate Vol 9 No 1 (2024): September
Publisher : Fakultas Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/inovate.v9i1.7230

Abstract

Santri Pondok Pesantren Tebuireng 4 who violate the rules will get punishment to improve behavior and provide a deterrent effect, but the data collection of sanctions is still manual so that often repeated violations are not recorded. This research aims to design a system of decision assistance based on the SMART method to record the history of violations and determine the appropriate type of sanction automatically. This descriptive research with a quantitative approach was conducted at Pondok Pesantren Tebuireng 4, Riau, for four months. Data were collected through interviews and documentation, then used to design a system with the SMART method, which was implemented using UML for visualization and documentation of system design through diagrams such as flowcharts, use case diagrams, and activity diagrams. System testing at Pondok Pesantren Tebuireng 4 using Black Box Testing showed satisfactory results on various scenarios, such as the appearance of the login page, dynamic website functionality, report print page, and final score results. Testing was conducted with the pesantren Security Team, and the results confirmed that the SMART-based system can generate automated reports that facilitate efficient monitoring and enforcement of santri discipline. With this system, the process of selecting actions for violations becomes faster and more accurate, and allows users to easily add, edit, and delete data. Keywords: sanctions, students, SMART, decision support system.
PENGEMBANGAN MEDIA PEMBELAJARAN GAME BASED LEARNING BERBASIS KURIKULUM MERDEKA BELAJAR UNTUK PEMBELAJARAN BAHASA ARAB DI MI SALAFIYAH SYAFI'IYAH AR-RAHMAH NGLABAN JOMBANG Fatkhur Rizal, Muhammad; Rahmawati, Chusnia; Kristianto, Hery; Lazulfa, Indana; Rizqi Salamah, Evi; Kistofer, Terdy
ABIDUMASY 2024: ABIDUMASY : JURNAL PENGABDIAN KEPADA MASYARAKAT
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/abidumasy.v1i1.7612

Abstract

In the Independent Curriculum (Kurikum Merdeka), educators or teachers are given latitude in selecting and compiling teaching materials according to student’s needs and characteristics. The flexibility given to teachers in teaching and learning activities aims to make teachers more creative in developing appropriate teaching methods and materials. Likewise, when learning Arabic, educators can select relevant teaching materials but still refer to the learning outcomes that have been formulated. This certainly makes it easier for teachers to develop teaching materials based on student competencies and profiles. One of the easiest learning media to apply is an Android-based application. This dedication is to develop teaching materials based on learning by adding features that suit the needs and interests of users of this application, which can help improve Arabic language learning. The results of learning using games based on learning obtained an average assessment score on a Likert scale (1-5) with a score of 4.83 in terms of ease of User Interface, and 4.82 in terms of content suitability of the material. Then as many as 82.93% of respondents stated that they strongly agreed with the ease of the User Interface, and 81.71% of respondents stated that they strongly agreed with the material suitability content.