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E-Learning Application Based on Learning Management System for Online Teaching Adaptation at State Vocational School Saltanat Meiramova; Imran, Andi Ahmad Ali; Mansyur; Syahrul; Mahmud Mustapa; Ahmed J. Obaid
Ceddi Journal of Information System and Technology (JST) Vol. 4 No. 1 (2025): April
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/jst.v4i1.99

Abstract

The learning process at SMK Negeri 1 Bone (State Vocational High School 1 Bone) remains predominantly conventional, requiring physical interactions between teachers and students in the classroom. This limitation highlights the need for technological integration to enhance accessibility and flexibility in education. This study aims to design and implement an e-learning application based on a Learning Management System (LMS) to facilitate online learning adaptation at SMKN 1 Bone. The development follows the UML model, while system testing employs the black-box method. Data were collected through field research and literature reviews from various academic sources. The results of this study led to the development of an LMS-based e-learning application that significantly supports online learning implementation. A user effectiveness test involving 30 respondents yielded a 71.57% feasibility score, categorizing the system as viable. Furthermore, black-box testing confirmed the system's functional reliability. This research contributes to the global discourse on digital education by demonstrating the practical application of LMS technology in vocational education, offering insights into scalable solutions for enhancing learning accessibility and effectiveness worldwide.
Implementation of Android-Based English Conversation Educational Game Using MDLC Method Akbar Iskandar; Giri Artoyo; Saltanat Meiramova; Makhabbat Ramazanova
Jurnal Abdimas Cendekiawan Indonesia Vol. 2 No. 1 (2025): January
Publisher : Yayasan Cendekiawan Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/jaci.v2i1.122

Abstract

Many Indonesian students face significant challenges in learning English, particularly in speaking skills. Despite early exposure to English in schools, active speaking remains a struggle for many learners. The advancement of technology has opened new opportunities for educational innovation, including the use of educational games as engaging and interactive learning media. This study aims to develop an Android-based educational game that focuses on improving English conversation skills using the Multimedia Development Life Cycle (MDLC) method. The game is specifically designed to assist school children who experience difficulties in basic English speaking. Through an interactive and enjoyable approach, this game is expected to enhance students' learning motivation, strengthen their vocabulary acquisition, and improve their ability to construct simple sentences. The research follows six stages: concept, design, material collection, assembly, testing, and distribution. Black box testing results indicate that all menu functions and interactive features operate correctly, providing users with seamless access to tutorials, level-based challenges, and an engaging assessment system. This educational game serves not only as an alternative learning tool but also as a means to improve English literacy among students. By integrating gamified learning, the application fosters an immersive and enjoyable learning experience, contributing to more effective English language acquisition. Ultimately, this innovation has the potential to support students' communication skills, increase their confidence in using English, and contribute to the broader goal of enhancing English proficiency in Indonesia.