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Designing a Windows-Based Learning Application About the History of Batik in Indonesia Syahputra, Fahmy; Putri, Tansa Trisna Astono; Adwiyah, Rabiatul; Tarigan, Ray Rivandi; Gorat, Loveyanni Marito Benedikta
QISTINA: Jurnal Multidisiplin Indonesia Vol 3, No 2 (2024): December 2024
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/qistina.v3i2.4229

Abstract

The development of information technology has brought significant changes to the world of education, including in history learning methods. Application-based learning provides a more interactive and effective learning experience. Traditional batik, which has developed over the past centuries, has produced various types and patterns of traditional batik that are unique to every region in Indonesia. Indonesian batik is very popular in various countries. Batik as a cultural heritage from our ancestors needs to be preserved so that it does not become extinct over time. This research aims to create a learning application to introduce batik originating from Indonesia. The application was built using Windows Visual Studio, making it easier for users to run the application and understand the information.
Design of Windows-Based Learning Applications on Educational Philosophy Material Syahputra, Fahmy; Putri, Tansa Trisna Astono; Barus, Tirta Yasa Agung; Jauharah, Jauharah; Tarigan, Febrinata Silvinna Boru; Sinaga, Novi Novani
QISTINA: Jurnal Multidisiplin Indonesia Vol 3, No 2 (2024): December 2024
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/qistina.v3i2.4225

Abstract

This journal discusses the design and development of Windows-based learning applications focused on educational philosophy material. Philosophy of education has an important role in shaping the goals and methods of education, but is often considered difficult by students. This research focuses on the development of a Windows-based learning application aimed at the topic of Philosophy of Education. Information technology is essential for teaching in the modern era to improve student interaction and their understanding of the subject matter. Students can learn the basic concepts of philosophy of education with this interactive application. Planning, modeling, construction, verification, and maintenance are the stages of the waterfall model used as the development method. This application uses Visual Basic.Net and Microsoft Visual Studio development tools. The results show that this application not only fulfills educational needs but also improves the quality of learning because it has features that support a more dynamic learning process. Therefore, it is expected that this learning application will help improve the quality of education in Indonesia by offering students a more efficient and engaging learning method.
Designing Windows-Based Learning Applications Using Computer Network Material Syahputra, Fahmy; Putri, Tansa Trisna Astono; Ramadani, Nadila; Al farishi, M Farid; Faturrahman, M Nadhif
QISTINA: Jurnal Multidisiplin Indonesia Vol 3, No 2 (2024): December 2024
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/qistina.v3i2.4230

Abstract

This article discusses the design of a Windows-based learning application for computer network hardware. In the context of education, providing computer network hardware is often a challenge, especially in terms of understanding complex concepts. Therefore, interactive and interesting learning materials are needed to help students understand the material better. The application is designed using an interactive multimedia approach, combining text, images, animations, and videos to present information in a computer network. The design process includes needs analysis, user interface design, and development of program-related content. Application testing is carried out to ensure that the application meets learning objectives and can be used effectively by students. The results of the study show that this application not only improves students' understanding of computer networks but also provides a more enjoyable learning experience. Therefore, hopefully this learning application can be an effective tool in the teaching and learning process in educational environments.
Development of VB.Net Based Educational Psychology Learning Media Applications Syahputra, Fahmy; Putri, Tansa Trisna Astono; Manurung, Ricardo; Nurrahma, Suci; Ginting, Ariyantika Br
QISTINA: Jurnal Multidisiplin Indonesia Vol 3, No 2 (2024): December 2024
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/qistina.v3i2.4226

Abstract

This article aims to develop a learning multimedia application specifically designed to support the learning process of educational psychology using the VB.Net programming language. With the increasing utilization of technology in education, the need for effective and interactive learning materials is becoming more urgent. This application comes with various features including learning material modules, interactive quizzes, and evaluation of learning outcomes that allow users to track their learning progress. In addition, the app is designed to be easily accessed and used by teachers and students, both in the classroom and in a self-study environment. The application development process includes many stages, from requirements analysis, system design, software development to testing and evaluation. The trial results show that this application has the potential to improve understanding of educational psychology concepts and provide a more dynamic learning experience. Through the use of this application, students can learn more deeply and repeatedly, thus significantly increasing their motivation and learning outcomes.
Penggunaan Mobile Learning Sebagai Media Dalam Proses Belajar Mengajar Syahputra, Fahmy; Sabrina, Elsa; Elsadin, Ratih Tri; Asisah, Fatma; Syahbila, Azzahra; Pradana, Raflie Sultan
Journal of Citizen Research and Development Vol 1, No 2 (2024): November 2024
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/jcrd.v1i2.3937

Abstract

Dalam artikel ini, kita akan membahas penggunaan belajar melalui ponsel sebagai alat untuk proses belajar mengajar di era digital. Pendidikan mobile yang menggunakan perangkat bergerak seperti ponsel dan tablet meningkatkan fleksibilitas dan aksesibilitas guru dan siswa. Proses belajar mengajar menjadi lebih interaktif dan menarik dengan penggunaan teknologi dalam pembelajaran. Penelitian ini menggunakan metodologi deskriptif kualitatif, dan fokusnya adalah bagaimana teknologi seluler dapat digunakan dalam pendidikan formal. Hasil menunjukkan bahwa belajar melalui ponsel tidak hanya meningkatkan keinginan siswa untuk belajar, tetapi juga memberi mereka lebih banyak kesempatan untuk berinteraksi dengan guru. Sangat bermanfaat untuk pendidikan, meskipun ada beberapa kelemahan, seperti daya tahan baterai yang rendah dan dukungan file yang terbatas. Oleh karena itu, untuk meningkatkan hasil pembelajaran, guru harus memahami dan menerapkan m-learning.
Perancangan Aplikasi Pembelajaran Materi Jaringan Komputer Berbasis Android Untuk Sekolah Menengah Kejuruan (SMK) Syahputra, Fahmy; Sabrina, Elsa; Chan, M Fajar Sahendra; Fikri, Diyaul; Hendratmo, Joko; Sitepu, Jeremia
Journal of Citizen Research and Development Vol 1, No 2 (2024): November 2024
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/jcrd.v1i2.3938

Abstract

Kemajuan teknologi saat ini telah mengubah cara kita belajar dan mengakses informasi. Telepon seluler atau handphone, khususnya yang berbasis Android, telah menjadi bagian tak terpisahkan dari kehidupan sehari-hari. Dalam konteks pendidikan, aplikasi berbasis Android dapat dimanfaatkan sebagai sumber dan media pembelajaran yang edukatif. Penelitian ini bertujuan untuk merancang sebuah aplikasi pembelajaran berbasis Android yang fokus pada materi jaringan komputer untuk Sekolah Menengah Kejuruan (SMK). Aplikasi ini diharapkan dapat membantu siswa memahami konsep-konsep dasar dalam jaringan komputer. Metode yang digunakan dalam merancang aplikasi ini adalah metode waterfall. Metode ini dimulai dari tahap analisis, desain, pengkodean, pengujian, dan pemeliharaan. Aplikasi ini mendapatkan penilaian positif serta tanggapan baik dari siswa. Hasil penelitian menunjukkan peningkatan hasil belajar kognitif secara signifikan pada kelas yang menggunakan aplikasi Android ini untuk pembelajaran materi jaringan komputer di SMK.
Penggunaan Teknologi Augmented Reality pada Aplikasi Bangun Ruang Sederhana Berbasis Unity dan Vuforia Engine Fahmy Syahputra; Teuku Naufal; Echon Haqnizo; Wahyu Ramadhi; Naomi Pranatasyah; Fauzan Fachruzi; Rivany Virenzia
Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi Vol. 2 No. 4 (2024): November : Jurnal Ilmu Komputer Dan Teknologi Informasi
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/neptunus.v2i4.414

Abstract

Advances in augmented reality (AR) technology have opened up new possibilities in learning, such as help with mathematics. The aim of this research is to develop a simple interactive learning application for building rooms based on AR technology using Unity and Vuforia Engine. This application is designed to help students understand spatial geometry concepts visually and interactively so as to increase interest and understanding of the subject matter. This application development uses Unity as a development platform and Vuforia Engine as an SDK to facilitate AR integration. This application creates a more interesting learning experience and supports the visualization of geometric objects such as cones, cubes, tubes, balls and pyramids. AR technology allows students to interact with these objects in a 3D environment, which can be very helpful in clarifying concepts and formulas that are difficult to understand using traditional learning media. It is hoped that this research can provide innovative solutions to improve the quality of geometry learning in schools.
ChatGPT dalam Proses Pembelajaran: Dampaknya terhadap Pemahaman dan Kreativitas Mahasiswa Elsa Sabrina; Fahmy Syahputra; Afandi Yusuf Lubis; Diah Fadilillah; Ghaitsa Zahira Lubis; Raisa Nadrah Shafira Hia; Rizky Abimayu Utama Tanjung; Shinta Eva Celina; Wan Safari Ramadhan
MUDABBIR Journal Research and Education Studies Vol. 5 No. 1 (2025): Vol. 5 No. 1 Januari - Juni 2025
Publisher : Perkumpulan Manajer Pendidikan Islam Indonesia (PERMAPENDIS) Prov. Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Kemajuan teknologi kecerdasan buatan (AI), khususnya ChatGPT, telah memberikan pengaruh signifikan dalam dunia pendidikan. ChatGPT digunakan oleh mahasiswa sebagai alat bantu dalam memahami materi perkuliahan dan menyelesaikan tugas akademik. Studi ini bertujuan untuk menganalisis dampak penggunaan ChatGPT terhadap pemahaman konsep dan kreativitas mahasiswa dalam proses pembelajaran. Dengan metode studi literatur, penelitian ini mengkaji berbagai sumber akademik yang membahas efektivitas teknologi AI dalam dunia pendidikan. Hasil penelitian menunjukkan bahwa ChatGPT dapat meningkatkan pemahaman mahasiswa dengan menyediakan akses cepat ke informasi, menjelaskan konsep kompleks, serta mendukung pembelajaran mandiri. Namun, ketergantungan berlebihan terhadap teknologi ini dapat menyebabkan pemahaman yang dangkal dan menurunkan keterampilan berpikir kritis. Dalam aspek kreativitas, ChatGPT dapat membantu mahasiswa dalam brainstorming ide, menyusun argumen, serta mengeksplorasi berbagai perspektif dalam pemecahan masalah. Meski demikian, penggunaan yang tidak terarah dapat menghambat orisinalitas dan inovasi. Oleh karena itu, diperlukan strategi yang tepat dalam pemanfaatan ChatGPT agar dapat memberikan manfaat optimal tanpa mengorbankan keterampilan berpikir mandiri dan kreatif mahasiswa.
AI dan Masa Depan Pekerjaan: Ancaman Atau Peluang Syahputra, Fahmy; Sabrina, Elsa; Heskia, Carlo; Gaol, Liska Yuni Br Lumban; Sari, Maya; Pardede, Rachel Christa Masniari; Syah, Razha Jamsik; Irfanny, Riza; Rambe, Rizkina Ramadhani
Journal of Management Education Social Sciences Information and Religion Vol 2, No 1 (2025): Maret 2025
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/mesir.v2i1.5608

Abstract

Kecerdasan buatan (AI) telah membawa perubahan signifikan dalam dunia kerja dengan meningkatkan efisiensi di berbagai sektor, tetapi juga menimbulkan tantangan, terutama dalam hal penggantian tenaga kerja manusia oleh sistem otomatis. Tujuan penelitian ini adalah untuk mengevaluasi dampak AI terhadap masa depan pekerjaan dengan melihat literatur. Hasil penelitian menunjukkan bahwa AI lebih cenderung menggantikan pekerjaan rutin dan berulang. Namun, jenis pekerjaan yang membutuhkan keterlibatan manusia seperti kreativitas, pemecahan masalah, dan interaksi sosial tetap lebih rentan tergantikan oleh AI. Sebaliknya, kecerdasan buatan menawarkan peluang pekerjaan baru, seperti analis data dan insinyur kecerdasan buatan. Namun, masalah etika seperti perlindungan data pribadi dan bias algoritma masih menjadi masalah utama saat menerapkannya. Oleh karena itu, kebijakan yang tepat dan peningkatan keterampilan tenaga kerja diperlukan agar AI dapat digunakan secara optimal di era digital tanpa mengorbankan nilai-nilai kemanusiaan atau kesejahteraan tenaga kerja.
The Impact of Using Artificial Intelligence in Learning on Students' Critical Thinking Skills: A Literature and Public Sentiment Analysis Study Syahputra, Fahmy; Sabrina, Elsa; Simbolon, Angga Baginda; Nasution, Aulia Rivansy; Hutagalung, Namira Rahmadina; Amanda, Nayla; Siboro, Sari Agustina; Sirait, Steven
Journal Corner of Education, Linguistics, and Literature Vol. 4 No. 001 (2024): Special Issues
Publisher : CV. Tripe Konsultan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54012/jcell.v4i001.441

Abstract

This study aims to analyze the impact of the use of artificial intelligence (AI) in learning on students' critical thinking skills. Using a literature analysis approach and public sentiment study, this study identifies trends and findings from previous studies related to the integration of AI in education and its impact on students' cognitive abilities, especially in terms of critical thinking. Public sentiment studies focus on understanding public perceptions and views on the use of AI in the context of learning and its impact on students' critical thinking skills. The results of this study are expected to provide comprehensive insight into the potential benefits and challenges faced in the use of AI in education, as well as its implications for the development of students' critical thinking skills. In addition, this study has the potential to offer recommendations regarding effective learning policies and strategies to maximize the benefits of AI in improving students' critical thinking skills.
Co-Authors -, Basyiah -, Basyiah Abdurrahman, Umar Abel Sinaga Adwiyah, Rabiatul Afandi Yusuf Lubis Afriansyah Pulungan, Wira Ahmad Rizal Padana Pohan Al Farishi, M Farid Al Husna, Saiba Aldy Primanda Barus Alvin Evraim Situmorang Amanda, Nayla Ami, Hutri Amirhud Dalimunthe Angelina Putri Sembiring, Dheany Anggraini, Ade Anjelita Artiani Zebua Asisah, Fatma Atan Fices Barus Aulia Simangunsong, Marta Barus, Tirta Yasa Agung Calista, Sandha Chan, M Fajar Sahendra Debora Cindy Purba Dewi, Nora Ronita Diah Fadilillah Dwi Febrina Echon Haqnizo Eka Dodi Suryanto Eliasta Agustinus Sebayang Elsa Sabrina Elsa Sabrina Elsa Sabrina Elsadin, Ratih Tri Elvi Mailani Fakhri Lubis, Muhammad Fali, Rifki Fattah, M Faturrahman, M Nadhif Fauzan Fachruzi Febiola Simatupang Fikri, Diyaul Filza Kirani Br Sitepu Fitri, Destiana Gali Armando Gaol, Liska Yuni Br Lumban Gaudensius J.A Situmorang Ghaitsa Zahira Lubis Ginting, Ariyantika Br Ginting, Leo Elfrata Gorat, Loveyanni Marito Benedikta Grace Roni Anuar Lase Guidio Leonarde Ginting Harahap, Zulkaidah Harun Sitompul Hendratmo, Joko Henny Puspa Hendrani Nasution Heskia, Carlo Hutagalung, Namira Rahmadina Hutauruk, Karel Rolian Ihsan Heldi Harahap Imam F Hutasuhut Imanta Sianturi Ira Gusdhini Harahap Irfanny, Riza Jauharah, Jauharah Jesica Aime Siahaan Joy Siburian Lubis, Khodijah May Nuri M.Raflie Alhadi Manurung, Ricardo Marchell Gabriel Manurung Mardhiyah, Hanifah Maria Niscaya Ndruru Maulana, Bagoes Maya Sari Mhd Fadhlan Hawari Michael Steven F. Barus Monika Putri Puspita Siagian Muhammad Bahrul Ilmi, Muhammad Bahrul Muhammad Fadhill Ardiansyah Muhammad Ilham Muhammad Rendi Ananda Munawwar, Muhammad Nababan, Leoni Try Oxana Naomi Pranatasyah Nasution, Aulia Rivansy Nasution, Willy Oktaviano Yehezkiel Naufal Ilham, Muhammad Nazwa, Safira Nurrahma, Suci Otniel Manurung Pangaribuan, Samuel Jonathan Pardede, Rachel Christa Masniari Perdana, Nugraha Aditama Putra Permata, Sahly Na’ila Pinkan Ramadhani Pradana, Raflie Sultan Putri, Tansa Trisna Astono Raden Muhammad Fathur Rahman Rafael Owen Kevin Nainggolan Raffi Hidayat Rafly Adhitiya Wardana Rahelta, Christina Elseria Rahmadhani, Alfi Rahmansyah Angga Saputra Rahmi Isnaini Rahmi, Alya Raisa Nadrah Shafira Hia Ramadani, Nadila Rambe, Rizkina Ramadhani Ririn Handayani Nst Rivany Virenzia Rizky Abimayu Utama Tanjung Romadon Nasution Rosnelli SABRINA, ELSA Sandy Sanjaya S Saragi, Frans Jhonatan Sari, Angereiny Citra Sarumaha, Matius Irvan Selvia Amanda Kayla Shafira, Amanda Shinta Eva Celina Siboro, Sari Agustina Silitonga, Alfredo Alpansa Silvi Amelia Simanjuntak, Nadia Costarika Simbolon, Angga Baginda Sinaga, Enny Keristiana Sinaga, Novi Novani Sirait, Steven Siregar, Hanfiandi Akbar Sitepu, Jeremia Sitorus, Andika Sopiah Rahmadani br Torus Steven Eben Ezer Lase Suhairiani Suhairiani Syah, Razha Jamsik Syahbila, Azzahra Tanzila, Laili Tarigan, Febrinata Silvinna Boru Tarigan, Gabriel Frandika Tarigan, Ray Rivandi Teguh Mediansyah Teuku Naufal Togito Siahaan, Erika Wahyu Ramadhi Wan Safari Ramadhan Yohanes Febrian Silalahi Yosa Perangin Angin Yunansyah Siregar, Wal Zai, Frans Pratamarifai Doya Zaki Ulwi, Muhammad Zherina Br Sitepu Zulfa, Zaid Zaidan Zulkifli Matondang