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SISTEM INFORMASI PENERIMAAN CALON TENAGA KERJA INDONESIA PDA PT DEWI PENGAYOM BANGSA KABUPATEN PATI Ramanda, Febri; Shodiq, Muhammad; Nur, Delyardi
Jurnal Informatika Medis Vol. 1 No. 1 (2023): Jurnal Informatika Medis (J-INFORMED)
Publisher : Program Studi Informatika Medis Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/im.v1i1.1196

Abstract

One form of service in PT Dewi protector Nations Pati regency receive prospective workers to some of Taiwan, Hongkong, Singapore often have difficulty including data management is still done manually, the amount of data they accumulate, requiring a lot of space to save the files prospective migrants and the length of the search data. The system developed is expected to address the various issues of labor recruitment Indonesia. The system is designed with modeling UML (Unified Modeling Language) and programming languages PHP. The result of this design produces Candidate Information System Acceptance Indonesian Workers at PT Dewi protector Nation Pati regency.
Augmented Reality Untuk Pembelajaran Pengenalan Rumah Adat Indonesia Berbasis Andorid Ramanda, Febri; Kurniawan, Jefdy; Nur, Delyardi
Jurnal Pengembangan Teknologi Informasi dan Komunikasi (JUPTIK) Vol. 1 No. 2 (2023): JURNAL PENGEMBANGAN TEKNOLOGI INFORMASI DAN KOMUNIKASI (JUPTIK)
Publisher : Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/juptik.v1i2.1660

Abstract

Abstract Rumah adat merupakan rumah yang mempunyai ciri khas bangunan suatu daerah yang melambangkan kebudayaan daerah itu sendiri. Rumah adat juga memiliki keunikan dari segi bentuk, fungsi dan makna bangunannya. Sebagai masyarakat Indonesia kita harus mengenalkan salah satu budaya yang ada agar tidak dilupakan oleh masyarakat khususnya anak sekolah. Dilihat dari perkembangan teknologi, kita harus menciptakan sesuatu yang baru dalam memperkenalkan rumah adat. Dari hasil penelitian yang dilakukan di SD IT BINA INSANI, para guru disana masih menggunakan media konvensional berupa buku teks dan buku tematik untuk proses pembelajaran. Oleh karena itu penulis membuat sebuah aplikasi untuk menunjang pembelajaran pengenalan rumah adat Indonesia bagian barat menggunakan Augmented Reality yang diberi nama RA-IBB. Aplikasi ini berbasis Android sehingga guru dapat dengan mudah menjelaskan materi tentang rumah adat dan dapat menampilkan rumah adat dalam bentuk 3D tanpa harus datang langsung ke provinsi. Dan agar siswa dapat mempelajari rumah adat dimana saja dan kapan saja. Pembuatan aplikasi ini menggunakan metode air terjun untuk tahap pengembangannya. Aplikasi RA-IBB berisi materi tentang rumah adat indonesia bagian barat beserta objek 3Dnya dan soal kuis yang menggunakan pengacakan soal dengan algoritma random shuffle. Algoritma random shuffle adalah pengacakan pertanyaan dari suatu record atau array. Berdasarkan pengujian User Acceptance Test (UAT) pada guru diperoleh hasil dari beberapa aspek yaitu aspek desain menghasilkan persentase sebesar 91%, aspek informasi aplikasi menghasilkan persentase sebesar 91,6% dan aspek materi menghasilkan persentase sebesar 91,6%. . 90,7%. Sehingga hasil ini dapat dikategorikan sangat setuju. Kata Kunci : Kata kunci abstrak : Rumah Adat, Augmented Reality, Algoritma Shuffle Random
Webinar Edukatif-Reflektif Sebagai Strategi Penguatan Literasi Digital Etis dan Berkelanjutan untuk Mendukung Sustainable Development Goals (SDGS) Nur, Delyardi; Febrina Agustin, Reza; Pratama Putra, Yuda
Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Vol 7 No 1 (2026): Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Vol.7 No 1 (Maret 2026)
Publisher : LPPM UNIVERSITAS MUHAMMADIYAH MUARA BUNGO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jppm.v7i1.3925

Abstract

The rapid development of digital transformation brings great opportunities as well as serious challenges, especially related to the low level of ethical, inclusive, and sustainable digital literacy. Inequality of access, misuse of technology, and lack of critical public understanding of the digital space are the main problems that need to be overcome through a participatory educational approach. This community service activity aims to improve ethical and sustainable digital literacy. This community service activity is carried out through a cross-campus webinar series program designed to improve the digital literacy of students, young lecturers, and the general public. The method used is an educational-reflective approach that emphasizes active participation, critical dialogue, and the preparation of concrete action plans using the Digital Action Plan Canvas. The results of the activity showed a significant increase in knowledge, critical awareness, and participants' ability to formulate contextual and applicable digital strategies. Pre-test and post-test evaluations showed an increase in the average digital literacy comprehension score, while reflection through action plans strengthened participants' commitment to apply learning into real practice. In addition, this activity succeeded in expanding academic networks across institutions and building strategic collaborations that are oriented towards sustainability. The discussion shows that the educational-reflective webinar model is effective in addressing the digital literacy gap, supports the SDG 4 (quality education) and SDG 17 (global partnership) agendas, and can be replicated in various community contexts. With an adaptive, participatory, and collaborative approach, this activity makes a real contribution to improving ethical and inclusive digital literacy in supporting sustainable development.
Pengembangan Media Pembelajaran Dengan Virtual Reality Ramanda, Febri; Nur, Delyardi; Efriyandi, Yogi; Badriah, Siti Robi’atun
Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Vol 7 No 1 (2026): Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Vol.7 No 1 (Maret 2026)
Publisher : LPPM UNIVERSITAS MUHAMMADIYAH MUARA BUNGO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jppm.v7.i1.3962

Abstract

Virtual Reality (VR)-based learning media is an innovative educational tool with significant potential to enhance the quality of learning. This study aims to support educators in utilizing immersive and interactive learning experiences to help students understand the material more effectively. The community service program focuses on providing teachers with knowledge, skills, and practical experience in developing and implementing VR-based learning media to improve teaching quality. The methods employed in this program include instructional sessions, demonstrations of VR technology in the learning process, as well as discussions and question-and-answer activities to deepen participants’ understanding of technology integration in schools. The expected outcomes of this initiative include enhanced teacher competence in utilizing VR technology, more engaging and interactive learning processes, and improved student comprehension of the material. This program reflects the commitment of the S1 Medical Informatics Study Program at Universitas Muhammadiyah Muara Bungo (UMMUBA) to contribute meaningfully to education, particularly through the application of information technology to support more effective and innovative.