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Effortless Attendance Recording with MyOnTime: A Modern Approach for Educational Institutions Haq, Muh Dliyaul
Jurnal Penelitian Pendidikan IPA Vol 9 No 10 (2023): October
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i10.5079

Abstract

This study introduces MyOnTime, an innovative application designed to revolutionize student attendance management at Sekolah Indonesia Kota Kinabalu (SIKK) in response to the evolving educational landscape in the aftermath of the COVID-19 pandemic. The primary objective of this research was to develop an efficient and user-friendly solution that enhances attendance recording, promotes administrative efficiency, and aligns with current health and environmental guidelines. To achieve this goal, we employed the Extreme Programming (XP) and harnessed the AppSheet platform, a low-code application development tool. MyOnTime offers a streamlined approach to attendance recording through barcode scanning, minimizing manual data entry and reducing reliance on paper-based methods. We conducted a comprehensive user survey to evaluate the application's functionality, responsiveness, and reliability. The results indicate overwhelmingly positive user feedback, highlighting MyOnTime's effectiveness and its ability to meet the specific needs of students, teachers, and administrative staff. MyOnTime empowers educational institutions by providing real-time attendance data, comprehensive reporting capabilities, and a user-friendly interface. It supports sustainable practices by reducing paper waste and contributes to a more organized and disciplined learning environment. MyOnTime represents a promising tool for enhancing the educational experience in the post-pandemic era, promoting efficiency, convenience, and environmental friendliness in attendance management.
Development of a Digital Game-Based Word-Guessing Learning for Ice-Breaking Activities Haq, Muh Dliyaul
Gameology and Multimedia Expert Vol. 3 No. 2 (2026): Gameology and Multimedia Expert - April 2026 (In Press)
Publisher : Department of Informatics Faculty of Engineering Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/game.v3i2.26036

Abstract

Student disengagement remains a persistent challenge in primary education, particularly in classrooms dominated by passive instructional approaches. This study aimed to develop and evaluate a digital word-guessing game designed as an ice-breaking learning activity using an AI-assisted rapid prototyping approach. The game was developed using Canva AI as a no-code platform to enable efficient and iterative design. User testing was conducted with 30 primary school students in Grades 4–6 to examine students’ perceptions of the game across seven dimensions: collaboration, affective engagement, cognitive agility, creative thinking, attention/focus, behavioral engagement, and usability. Data were collected using a five-point Likert-scale questionnaire and supported by classroom observations. The results showed consistently high mean scores across all assessed aspects, indicating that the game was perceived as enjoyable, easy to use, and effective in promoting teamwork, sustained attention, and rapid thinking. The findings demonstrate that short-duration digital games can function as effective pedagogical micro-interventions when systematically designed and embedded within classroom routines. This study contributes to the literature by reconceptualizing ice-breaking activities as intentional digital learning tools and by proposing a replicable AI-assisted rapid prototyping framework for developing scalable, classroom-ready educational games without advanced programming expertise.