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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.
Implementasi Sistem E-Learning Pada Lembaga Kursus dan Pelatihan di Istikom Jombang Sucipto, Hadi; Ali, Mahrus; Mujianto, Ahmad Heru; Kristianto, Hery
Dinamis: Jurnal Pengabdian Kepada Masyarakat Vol. 3 No. 2 (2023): Desember 2023
Publisher : Universitas Hasyim Asy'ari Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/dinamis.v3i2.5390

Abstract

Tujuan Pengabdian Masyarakat ini adalah membuat e-learning yang dirancang untuk kebutuhan e-learning di Lembaga Kursus dan Pelatihan Keterampilan ISTIKOM Jombang dan menyusun aplikasi e-learning yang akan digunakan oleh pengguna yaitu instruktur, staff dan peserta didik berdasarkan skenario pembelajaran online. Metode yang di pakai adalah survey, pembuatan program aplikasi, pelatihan instruktur, staf dan admin lembaga, pengembangan dan testing sistem dan implementasi sistem. Hasil dari pengabdian kepada masyarakat ini adalah aplikasi E-Learning Lembaga Kursus dan Pelatihan berbasis web
Implementasi Game Android Sebagai Media Pembelajaran Bahasa Indonesia Kristianto, Hery; Mujianto, Ahmad Heru
Academic Journal of Computer Science Research Vol 7, No 2 (2025): Academic Journal of Computer Science Research (AJCSR)
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/ajcsr.v7i2.15902

Abstract

Bahasa Indonesia pelajaran wajib yang diajarkan, akan tetapi minat siswa Sekolah Dasar terhadap pelajaran ini cenderung rendah. Faktor penyebab diantaranya adalah media pembelajaran yang inovatif serta dampak negatif dari penggunaan teknologi mobile yang tidak tepat. Tujuan penelitian adalah membangun dan implementasi media pembelajaran Bahasa Indonesia berbasis game kepada para siswa Sekolah Dasar. Aplikasi ini dirancang untuk membuat pembelajaran lebih menarik, interaktif, dan memudahkan pemahaman materi. Metode penyelesaian dalam penelitian menerapkan model Game Development Life Cycle (GDLC), yang diawali dengan pengumpulan data melalui survei SD di Jombang. Survei ini bertujuan untuk mengidentifikasi kondisi pembelajaran Bahasa Indonesia serta cara belajar siswa. Data yang diperoleh digunakan sebagai dasar perumusan masalah. Tahapan selanjutnya adalah studi literatur, Kemudian dilakukan analisis data dan kebutuhan untuk merancang aplikasi mobile. Pada tahap akhir, aplikasi diuji dan diimplementasikan langsung di Sekolah Dasar di Jombang. Hasil implementasi memperlihatkan bahwa game mampu dioperasikan dengan baik, dengan tingkat kepuasan mencapai 100%.
PERANCANGAN SISTEM KENDALI SMART HOME MENGGUNAKAN NODMCU ESP8266 BERBASIS IOT TERINTREGASI SENSOR CAHAYA DENGAN METODE R&D Ali Imron, Muhammad; Mashuri, Chamdan; Kistofer, Terdy; Kristianto, Hery
Inovate Vol 8 No 1 (2023): September
Publisher : Fakultas Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/inovate.v8i1.5120

Abstract

The control system is an integrated part of today's modern life system. For example: room temperature control,washing machines, robots, airplanes, and so on. In the era of analog technology development, electrical devices aregenerally controlled manually by the user. Someone has to turn on and off the switch directly connected to the electricaldevice. Sometimes, there are some electrical devices that are found still alive when not in use, this can be caused by theuser's negligence to turn off these electrical devices. If there are quite a number of electrical devices in a house, it willbe very ineffective and inconvenient to manually turn off and on these electrical devices. To overcome this problem, acontrol system or smart home is proposed where the system is expected to be time efficient and minimize electricitywastage. The research method that will be used is the R&D method, namely developing products and validating theseproducts so that they become new products that meet needs. The new product is developed through systematicprocedures and field trials so that it meets certain quality criteria or standards, effectiveness and efficiency. In thisresearch using NodeMCU and ralay to store data and manage several commands that have been stored into NodeMCUthen commands are given to relays whose job is to connect and disconnect electric currents, for control devices coupledwith light sensors. To control the tool using Google Home, from the test results it was found that the NodeMCU, therelay and the light sensor were running according to the command.Key Words : Smart Home, Internet Of Things (IoT), Light Sensor
RANCANG BANGUN SISTEM PENDUKUNG KEPUTUSAN PENILAIAN KINERJA PEGAWAI MENGGUNAKAN MOORA BERBASIS WEBSITE Dwi Putri Ayu Lestari; Zein Vitadiar, Tanhella; Setyo Permadi, Ginanjar; Kristianto, Hery
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.v9i1.7250

Abstract

Employee performance evaluation is a crucial element in human resource management to assessindividual contributions to organizational goals and identify areas where productivity can be improved.Manual assessments that are subjective often lack accuracy and fairness. This research aims to design aweb-based decision support system for employee performance evaluation using the MOORA method(Multi-Objective Optimization on the basis of Ratio Analysis) for the Jombang District Education andCulture Office. MOORA was chosen for its effectiveness in handling multi-criteria in complex decisions.The system facilitates access and use with web technology. Requirements study, design, implementation,and testing have shown that the system provides more objective and accurate evaluations compared tomanual methods. This system is expected to improve the quality of performance evaluations and supportdata-driven decision-making at the Jombang District Education and Culture Office, serving as a model forother institutions in enhancing accuracy and precision in evaluating employee performance. The rankingresults recommend employee rank 1, Hadi Suwito, A.md, with a final score of 0.0217, employee rank 2,Weni Siswin Agustin, S.sos, with an accumulated score of 0.0183, and employee rank 3, Diyanto, with anaccumulated score of 0.0127.Keywords: DSS, Moora, Employee Appraisal, Performance, Education and Culture Office of JombangDistrict
IMPLEMENTASI ALGORITMA FIRST COME FIRST SERVED PADA SISTEM ANTRIAN KLINIK UNTUK MENINGKATKAN KINERJA PELAYANAN (STUDI KASUS : KLINIK PRATAMA SEGER JOMBANG) Luluk Maulida Maghfiroh; Mufarrihah, Iftitaahul; Lazulfa, Indana; Kristianto, Hery
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.v9i1.7253

Abstract

Health care is an essential part of life. Because, a lot of societies need it every day, of course there are differentkinds of health care to adapt to the needs of the community. One of them is health care at the clinic. In itsservice, of course, Jombang’s clinic requires speed and accuracy so that the results of the service can satisfy thepatient. In practice, however, there are often long waiting times, due to a lack of waiting time management anduncertainty as to when the patient will be served. In order to help solve the problem, a solution was developed tocreate a website-based query system by applying the First Come First Served algorithm, which ensures that thepatient who first takes the query number will get the service before it is completed. Then, in this study, itinvolves collecting patient query data by observing the arrival time, the start time, and the completion time ofeach patient's service and the first come first served algoritm is responsible for setting the time of query. Theresults of the study show that the use of the First Come First Served algorithm in 20 data tracks gains an averageTA (Turnarround Time) of 73.05 minutes.Keywords: Queue, Clinic, First Come First Served, Service
IMPLEMENTASI SISTEM PENDUKUNG KEPUTUSAN PEMILIHAN PERUMAHAN BERSUBSIDI DENGAN METODE TOPSIS BERBASIS WEB DI KABUPATEN MOJOKERTO Ananda Wildan Fadhlulloh; Mashuri, Chamdan; Lazulfa, Indana; Kristianto, Hery
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.v9i1.7261

Abstract

A house is an essential element in meeting the needs of life as a shelter for every resident. KabupatenMojokerto is a region with the potential for population growth, thus increasing the demand for housing.Currently, there are many housing developments in Kabupaten Mojokerto with various criteria, making itdifficult for prospective buyers to decide on a house that meets their needs. To address this issue, theresearcher provides a solution to help determine the right choice of subsidized housing using a DecisionSupport System (DSS). A DSS is a tool used to assist in the decision-making process by analyzing data,applying criteria, and providing appropriate alternative recommendations. In implementing this DSS, theresearcher uses the Technique for Order of Preference by Similarity to Ideal Solution (TOPSIS) method forthe decision-making process. This research aims to design and implement an effective DSS and apply theTOPSIS method in the decision-making process. The result of this research is a web-based application. Theresearch findings show that the system can provide accurate recommendations in line with userpreferences. The developed DSS is expected to assist local governments and property developers inunderstanding and meeting the community's needs for subsidized housing, thereby enhancing theeffectiveness of the subsidized housing program in Mojokerto Regency.Keywords: DSS, TOPSIS, Housing, Mojokerto.
SISTEM PENDUKUNG KEPUTUSAN PEMILIHAN TEKNISI TERBAIK PADA CV. PERDANA MITRA INOVASI MENGGUNAKAN METODE MOORA Aldi Kurniawan; Ahmad Heru Mujianto; Tanhella Zein Vitadiar; Kristianto, Hery
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.v9i1.7279

Abstract

Information technology is developing very rapidly, many companies face complex challenges in theiroperational management, including CV. Perdana Mitra Inovasi Jombang, an ISP (Internet Service Provider)that is a subnet of PT. Digital Media Telematika Lamongan. This company struggles with selecting the besttechnicians due to a manual selection process that is highly subjective. Network reliability and servicequality, which depend on the technicians' skills, are key to maintaining customer satisfaction andcompetitiveness in the market. Therefore, a system that utilizes information technology is needed to enhanceobjectivity and consistency in technician selection. The MOORA method was chosen to develop this systembecause it effectively addresses multi-criteria problems by considering various relevant factors. MOORAallows for the evaluation of alternatives based on established criteria and assigns weights according to theirimportance, such as attendance, discipline, skills, teamwork, and attitude. With this implementation of themethod, the company is expected to optimize the process of selecting the best technicians, provide monthlyperformance rewards, and motivate technicians to contribute significantly. This system is anticipated topositively contribute to the company by maintaining customer satisfaction and sustaining competitiveness inthe market.Keywords: Selection, Best Technician, Decision Support System, Moora.
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.