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The Meaning and Function of Hata-Hata in the Mangupa–Upa Procession of the Mandailing Community in Sei Deras Hulu Village, Rokan Hulu Regency Rani Rani; Muslim Muslim
International Journal Of Humanities Education and Social Sciences (IJHESS) Vol 5 No 5 (2026): IJHESS APRIL 2026
Publisher : CV. AFDIFAL MAJU BERKAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55227/ijhess.v5i5.2175

Abstract

The mangupa-upa tradition is one form of oral tradition that is still preserved and practiced in the life of the Mandailing community, especially in Sei Deras Hulu Village, Rokan Hulu Regency. This tradition does not only function as a customary procession but also contains cultural values that are transmitted through spoken expressions known as hata-hata. This study aims to examine the meanings and functions of hata-hata in the mangupa-upa oral tradition. The research employs a qualitative method with a descriptive approach. The data consist of hata-hata expressions used in the mangupa-upa procession, which are analyzed based on categories of spiritual, social, and moral meanings, as well as ritual, social, and educational functions. The results show that hata-hata in the mangupa-upa tradition contain spiritual meanings related to safety and the balance of the soul (tondi), social meanings emphasizing harmony and kinship relations, and moral meanings that teach maturity and strength of character. In addition, hata-hata function as a ritual medium, a means of reinforcing social order, and a tool for cultural education. In conclusion, the mangupa-upa tradition not only serves as an oral tradition but also as a cultural practice that plays an important role in maintaining the spiritual, social, and moral balance of the Mandailing community.
Development of Digital Learning Media to Strengthen Literacy and Numeracy in SDN 015 Rambah Detri Amelia Chandra; Muslim Muslim; Firman Santosa; Ari Aprilia Dwiana; Santi Nurul Fianti
Computing and Education Technology Journal Vol 6, No 1 (2026): APRIL
Publisher : Pendidikan Komputer FKIP Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/cetj.v6i1.18692

Abstract

This study aimed to develop digital learning media to strengthen literacy and numeracy among fourth-grade students at SDN 015 Rambah and to examine its feasibility and effectiveness. The study employed a Research and Development (R&D) method using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages, while the effectiveness test used a one-group pretest-posttest design. The limited trial involved 20 fourth-grade students, and product validation involved four validators, consisting of two material experts and two media experts. Data were collected through observation, interviews, validation sheets, and literacy-numeracy pre-test and post-test instruments covering information comprehension, numerical reasoning, contextual problem solving, and simple data interpretation. The data were analyzed descriptively and using the N-Gain index. The results showed that the developed media took the form of a lightweight, interactive, multi-device educational game application based on Progressive Web App (PWA) technology and was suitable for use under limited internet connectivity. The material expert validation score was 4.60 and the media expert validation score was 4.40, with an overall mean of 4.50 categorized as very feasible. The effectiveness test showed that students' mean score increased from 57.45 to 82.55, with an average N-Gain of 0.59 in the moderate category, indicating that the media was effective. The novelty of this study lies in the development of a PWA-based literacy and numeracy medium without a backend server that integrates concise materials, interactive exercises, immediate feedback, gamification, and local progress storage for elementary school settings with limited infrastructure. Therefore, the developed media is highly feasible and effective as a supporting tool for literacy and numeracy learning in elementary schools.
PENGEMBANGAN E-MODUL PADA MATA PELAJARAN ADMINISTRASI SISTEM JARINGAN DI SMK Safroni Safroni; Detri Amelia Chandra; Muslim Muslim
JUTECH : Journal Education and Technology Vol 6, No 2 (2025): JUTECH DESEMBER
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jutech.v6i2.5251

Abstract

Penelitian ini bertujuan untuk mengembangkan E-Modul pada mata pelajaran Administrasi Sistem Jaringan (ASJ) di SMK Negeri 2 Rambah sebagai solusi atas rendahnya minat dan efisiensi belajar siswa akibat keterbatasan bahan ajar digital. Penelitian ini menggunakan model pengembangan ADDIE yang mencakup lima tahapan: Analyze, Design, Development, Implementation, dan Evaluation. E-Modul dikembangkan menggunakan aplikasi Flipbook dan Canva, serta dilengkapi dengan video pembelajaran dan panduan praktikum agar dapat diakses melalui laptop maupun smartphone. Validasi dilakukan oleh ahli materi dan ahli media, dengan hasil skor kelayakan masing-masing 90% dan 80%, sehingga rata-rata sebesar 85% yang termasuk dalam kategori “sangat layak”. termasuk mengurangi waktu praktikum hingga 25%. Dengan demikian, E-Modul ini dinyatakan efektif dan layak digunakan dalam pembelajaran ASJ digital yang mendukung pembelajaran mandiri.
PELATIHAN PEMANFAATAN QUIZIZZ DALAM PEMBUATAN MEDIA PEMBELAJARAN DI SMK NEGERI 1 RAMBAH SAMO Sri Wahyudi; Detri Amelia Chandra; Muslim Muslim; Firman Santosa; Nova Yunita
Jurnal Pemberdayaan Sosial dan Teknologi Masyarakat Vol. 5 No. 1 (2025): April 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jpstm.v5i1.3023

Abstract

Abstract: The Industrial Revolution 4.0 era requires the world of education to adapt to technological developments, including in the learning process. Interactive learning media is one of the innovative solutions to increase student participation and motivation in learning. This article discusses the results of training activities to create interactive learning media based on the Quizizz application carried out at SMK Negeri 1 Rambah Samo by a team of lecturers from Rokania University. This training aims to improve teacher competence in designing and implementing digital teaching media that are interesting, effective, and in accordance with student characteristics. The implementation method uses a participatory approach and direct practice, including an introduction to the Quizizz feature, compiling questions, and learning simulations. The results of the activity show that teachers are able to use the application independently and produce Quizizz-based learning materials that are ready to be used in class. In addition, this training also produces outputs in the form of technical guide modules and scientific articles. This activity has a positive impact in encouraging a more interactive and adaptive learning transformation to technology. Keyword: Interactive learning, Quizizz, Educational technology, Teacher training, Digital media. Abstrak: Era Revolusi Industri 4.0 menuntut dunia pendidikan untuk beradaptasi dengan perkembangan teknologi, termasuk dalam proses pembelajaran. Media pembelajaran interaktif menjadi salah satu solusi inovatif untuk meningkatkan partisipasi dan motivasi siswa dalam belajar. Artikel ini membahas hasil kegiatan pelatihan pembuatan media pembelajaran interaktif berbasis aplikasi Quizizz yang dilaksanakan di SMK Negeri 1 Rambah Samo oleh tim dosen Universitas Rokania. Pelatihan ini bertujuan untuk meningkatkan kompetensi guru dalam mendesain dan mengimplementasikan media ajar digital yang menarik, efektif, dan sesuai dengan karakteristik siswa. Metode pelaksanaan menggunakan pendekatan partisipatif dan praktik langsung, mencakup pengenalan fitur Quizizz, penyusunan soal, serta simulasi pembelajaran. Hasil kegiatan menunjukkan bahwa guru mampu menggunakan aplikasi secara mandiri dan menghasilkan materi pembelajaran berbasis Quizizz yang siap digunakan di kelas. Selain itu, pelatihan ini juga menghasilkan luaran berupa modul panduan teknis dan artikel ilmiah. Kegiatan ini memberikan dampak positif dalam mendorong transformasi pembelajaran yang lebih interaktif dan adaptif terhadap teknologi. Kata kunci: Pembelajaran interaktif, Quizizz, Teknologi pendidikan, Pelatihan guru, Media digital.
EVALUASI MODEL PREDIKTIF BERBASIS IoT DAN LONG SHORT-TERM MEMORY UNTUK PREDIKSI JANGKA SANGAT PENDEK SUHU DAN INTENSITAS CAHAYA PADA SISTEM PERTANIAN CERDAS Ridwan Ridwan; Firman Santosa; Muslim Muslim
RJOCS (Riau Journal of Computer Science) Vol. 12 No. 1 (2026): RJOCS (Riau Journal of Computer Science)
Publisher : Fakultas Ilmu Komputer, Universitas Pasir Pengaraian

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30606/rjocs.v12i1.4928

Abstract

Pertanian cerdas memerlukan informasi lingkungan yang tidak hanya bersifat pemantauan, tetapi juga dapat dievaluasi untuk prediksi jangka sangat pendek. Penelitian ini merupakan eksperimen eksploratif (proof-of-concept) penerapan Internet of Things (IoT) dan Long Short-Term Memory (LSTM) menggunakan delapan parameter sensor, masing-masing 100 observasi selama sekitar 30,27 menit. Pemodelan difokuskan pada suhu lingkungan dan intensitas cahaya karena keduanya memiliki variasi temporal yang lebih informatif. Interval sampling tidak seragam (13-37 detik; median 18 detik), sehingga selisih waktu antarobservasi (Δt) dimasukkan sebagai fitur ketiga bersama suhu dan intensitas cahaya. Data dibentuk menjadi sekuen 15 langkah dan dibagi secara kronologis menjadi 59 sekuen latih, 12 validasi, dan 14 uji. Untuk mengurangi risiko overfitting, digunakan LSTM ringkas 8 unit secara terpisah untuk setiap target dan pelatihan diulang lima kali dengan seed berbeda. Model dibandingkan dengan persistence dan autoregression AR(3)-Ridge. Pada suhu, LSTM menghasilkan MAE 0,117±0,033 °C dan belum mengungguli persistence (0,021 °C). Pada intensitas cahaya, MAE LSTM 6,689±0,350 Lux sedikit lebih rendah daripada persistence (6,992 Lux), tetapi AR(3)-Ridge memberikan hasil terbaik dengan MAE 5,317 Lux, RMSE 6,704 Lux, dan R² 0,293. Hasil menunjukkan bahwa keunggulan LSTM belum dapat digeneralisasi pada dataset yang sangat kecil dan berdurasi pendek; model sederhana tetap kompetitif dan bahkan lebih stabil pada kondisi tertentu.