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Pengenalan Web Informasi Desa Bagi Aparat Desa Di Desa Sangkanurip Kecamatan Cigandamekar Kabupaten Kuningan Zulkifli, Ayub; Prayoga, Ikhsan; Rafik, Ainur; Iman, Dede; Pitria, Dina; Azzahra, Farrah; Kamiliya, Khansa; Widiantika, Wafa; Nuraisyah, Nuraisyah; Nurjanah, Hifni Fitriah
Jurnal Pengabdian Sosial Vol. 2 No. 3 (2025): Januari
Publisher : PT. Amirul Bangun Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59837/bga62q56

Abstract

Desa Sangkanhurip Kecamatan Cigandamekar adalah desa yang memiliki banyak objek wisata yang bisa dinikmati oleh masyarakat, baik yang berada di luar Kabupaten Kuningan maupun yang berada di Kabupaten Kuningan, bahkan masyarakat sekitarnya. Bahkan Desa Sangkanhurip sudah dinobatkan menjadi salah satu Desa Wisata yang ada di Kabupaten Kuningan Jawa Barat. Dalam melaksanakan tugasnya sebagai desa wisata, perlu ditunjang dengan berbagai sarana dan prasarana, juga sumber daya manusia yang mumpuni. Sekarang ini desa sangkanhurip memiliki SDM yang sudah lumayan mumpuni dalam menjalankan tugasnya untuk melayani masyarakat dan menjalankan tugas-tugas dari pemerintah daerah, baik tingkat kecamatan maupun PEMDA Kabupaten. Namun masih ada beberapa hal yang perlu ditingkatkan untuk mengoptimalkan kinerja aparat desa dan masyarakat desa sangkanhurip. Oleh karena itu perlu adanya penyampaian informasi dan pendampingan kepada Aparat Desa dan Masyarakat Desa Sangkanhurip terkait Pemanfaatan Teknologi Informasi dalam menunjang dalam memaksimalkan kinerja di Desa Sangkanhurip. Berdasarkan hal tersebut diatas dan dalam rangka pelaksanaan Pengabdian Kepada Masyarakat ini akan dilakukan beberapa metode. Metode yang akan dilakukan adalah dengan Ceramah penyampaian informasi terkait pemanfaatan teknologi informasi, Tanya Jawab, dan Pemberian Contoh atau Simulasi. Diharapkan dengan adanya Pengabdian Masyarakat ini dapat membantu memberikan informasi dan pencerahan terkait dengan teknologi informasi dalam meningkatkan kemampuan dan kinerja bagi Aparat Desa dan Masyarakat Desa Sangkanhurip Kecamatan Cigandamekar. Oleh karena itu, dalam pelaksaan Pengabdian Kepada Masyarakat ini kami akan mengambil tema “Pengenalan Web Informasi Desa Bagi Aparat Desa Di Desa Sangkanhurip Kecamatan Cigandamekar Kabupaten Kuningan”.
Pengembangan Multimedia Pembelajaran Interaktif Pada Mata Pelajaran Informatika di SMP Negeri 7 Kuningan Sofiyah, Aas Siti; Nurjanah, Hifni Fitriah
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.3898

Abstract

This study aims to develop interactive learning multimedia based on Smart Apps Creator (SAC) as a solution to the lack of engaging and interactive media in informatics learning at SMP Negeri 7 Kuningan. The development method used was the APPED (Analysis, Planning, Production, Evaluation, Dissemination) model. The research subjects were 40 seventh-grade H students. Data collection techniques included observation, interviews, and questionnaires. Data were analyzed descriptively quantitatively. Validation was conducted by media experts and subject matter experts. The results showed that this interactive learning media was highly effective based on alpha and beta testing, with an average score of 88% (categorized as "Very Effective"). Student response to the media was also high, with a percentage of 86% (categorized as "Very Good").
Efektivitas Pengembangan Media Pembelajaran Game Edukasi Berbasis Baamboozle pada Mata Pelajaran Matematika di SMA Negeri 1 Jalaksana Nuryanti, Amelia; Nurjanah, Hifni Fitriah
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.3990

Abstract

The problem underlying this research is the lack of the use of technology-based learning media in mathematics subjects, the teacher's learning model using conventional teaching methods, and students' difficulties in learning mathematics. This research aims to develop educational game learning media based on Baamboozle for mathematics subjects in class X at SMA Negeri 1 Jalaksana. The study was conducted at SMA Negeri 1 Jalaksana using research and development methods with the ADDIE model, and the subjects were 26 class X students consisting of 6 students for the small group trial and 20 students for the large group trial. The data collection techniques used in this research were validation sheets, student response questionnaires, and documentation. The results of the study showed that: (1) the validity of the media obtained a score of 88% from subject matter experts in the “Very Effective” category and 94% from media experts in the “Very Effective” category; (2) the beta test conducted yielded a result of 76% in beta test 1, categorized as “Good,” and beta test 2 yielded a result of 86%, categorized as “Very Good.” It can be concluded that the development of Baamboozle-based educational game learning media in mathematics is effective for use in learning in class X at SMA Negeri 1 Jalaksana.
Pengembangan Media Pembelajaran Interaktif Berbasis Educaplay pada Mata Pelajaran Informatika di SMP Negeri 1 Ciwaru Fuadi, Wafa; Nurjanah, Hifni Fitriah
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.4036

Abstract

This study aims to develop interactive learning media based on Educaplay in class VII Informatics subjects at SMP Negeri 1 Ciwaru. The background of this research is based on the low motivation of students in learning Informatics which is still dominated by the lecture method, and not optimal utilization of technology-based learning media. This research uses the development research method (Research and Development) with the ADDIE model. The subjects of this study were 30 seventh grade students. Data collection was done through observation, interviews, and questionnaires. Product validation was conducted by material experts and media experts. The results of the material expert validation showed a feasibility percentage of 92% (very feasible category), while the media expert validation obtained a percentage of 86% (very feasible category). Product trials were conducted through beta test 1 (small group) and beta test 2 (large group). The results of beta test 1 obtained a percentage of 75% (decent category), and beta test 2 obtained a percentage of 88% (very decent category). Based on the results of validation and trials, Educaplay-based interactive learning media is declared feasible for use as an alternative learning media that can increase student involvement and motivation in learning Informatics. This media can provide a more enjoyable, contextual, and interactive learning experience.
Pengembangan Media Pembelajaran Game Edukasi Quizalize untuk Meningkatkan Motivasi Belajar Siswa pada Mata Pelajaran Bahasa Indonesia Kamiliya, Khansa; Nurjanah, Hifni Fitriah
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.4037

Abstract

The purpose of this research is to develop valid and effective educational game learning media based on Quizalize, as well as to enhance the learning motivation of tenth-grade students at SMA Negeri 1 Jalaksana. The method used in this research is the ADDIE development model, which consists of five stages: analyze, design, development, implementation, and evaluation. The subjects of this research involve 30 students from class X-M-7. The development process begins with an analysis of student needs and the curriculum, followed by the design of media that includes creating biographical content, interface design, and developing interactive quizzes. Media validation is conducted by two experts, namely a content expert and a media expert, who provide assessments of the feasibility of the developed media. The results of the validation showed that the developed learning media meets the eligibility criteria with a percentage of 92% from material experts and 91% from media experts, categorized as very good. The analysis results indicated a significant increase in student learning motivation after using the Quizalize media, with the average motivation score rising from 70 to 85. The conclusion of this study is that the Quizalize-based educational game learning media developed is not only valid and feasible to use, but also effective in enhancing student learning motivation in the Indonesian language subject on biography material.
Pengembangan Media Pembelajaran Interaktif Berbasis Blooket pada Mata Pelajaran Informatika di SMP Negeri 1 Cigandamekar Andrean, Anre; Nurjanah, Hifni Fitriah
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.4038

Abstract

This study aims to develop interactive learning media based on Blooket in Informatics subjects, especially data analysis material for class VIII SMP Negeri 1 Cigandamekar. The method used is Research and Development (R&D) with the ADDIE model which includes five stages: analysis, design, development, implementation, and evaluation. Research data were collected through validation questionnaires from material experts, media experts, and student responses at the trial stage, while qualitative data were obtained through observations and field notes. Data analysis was conducted using quantitative and qualitative descriptive analysis techniques. The validation showed that the material expert gave a feasibility percentage of 90% and the media expert of 92%, both categorized as “very feasible”. Student trials were conducted in two stages, namely small group tests (6 students) with a percentage of 85% and large group tests (20 students) with a percentage of 82%, both of which were categorized as “very good”. These results show that Blooket learning media is effective in increasing students' interest and motivation to learn. Blooket is able to create a more interactive and competitive learning atmosphere. Recommendations are addressed to teachers to utilize Blooket in learning and to further researchers to develop this media at other levels and subjects to obtain broader and deeper results.
Pengembangan Media Pembelajaran Video Animasi Berbasis Animaker pada Mata Pelajaran IPS di SMP Negeri 2 Kadugede Pika, Yuni Nur; Nurjanah, Hifni Fitriah
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.4039

Abstract

The lack of the use of technology-based learning media, especially in Social Sciences subjects, causes students to feel bored and easily sleepy because learning feels monotonous. This research aims to develop animated video learning media based on Animaker for IPS subjects at SMP Negeri 2 Kadugede. The development model used is ADDIE, which consists of the stages of Analysis, Design, Development, Implementation, and Evaluation. The subjects of the study involved 20 eighth-grade students conducted in 2 trial cycles, namely a small group of 6 people and a large group of 14 people. Data collection techniques were carried out using validation sheets and feasibility questionnaires by users (students). The results showed that the validity of the media obtained a value of 100% in the "Very Feasible" category from material experts and 91% in the "Very Feasible" category from media experts. Beta test 1 obtained a percentage of 73% in the "Good" category and beta test 2 obtained a percentage of 91% in the "Very Good" category. It can be concluded that the development of Animaker-based animated video learning media is suitabel for use in Social Studies learning.
Pengembangan Video Animasi untuk Meningkatkan Minat Siswa Mengenal Sejarah Islam Awalfuady, Muhamad Dede Aufa; Nurjanah, Hifni Fitriah
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i6.4329

Abstract

This study aims to analyze Generation Z's digital communication strategies through linguistic creativity in comments on the TikTok platform from a pragmatic perspective. The method used is a descriptive qualitative approach with pragmatic analysis. The research data was obtained from comments on a number of popular accounts that are widely accessed by Generation Z. The results of the study show that linguistic creativity functions as a pragmatic strategy that supports communication efficiency, affirms group identity, and strengthens social relationships between users. Furthermore, the use of language with a sense of solidarity shows that digital communication not only functions as a means of information exchange but also as an instrument for forming social closeness and self-expression. Thus, this study confirms that Generation Z's digital communication on TikTok plays an important role in shaping identity, social networks, and contemporary language culture.