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Development of a Digital Platform Prototype, to Facilitate Inclusive Learning for Children with Special Needs Rian Andrian Andrian; Aldi Yasin; Muhammad Raihan Ijlal Hanan; Muhamad Irwan Ramadhan; Taufik Ridwan; Rizki Hikmawan
JOIN (Jurnal Online Informatika) Vol 7 No 2 (2022)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v7i2.835

Abstract

Persons with disabilities have the same rights and responsibilities as citizens. Based on the 1945 Constitution Republic of Indonesia, article 31 paragraph 1 and Law Number 20 of 2003 concerning the National Education System, it can be concluded that the state provides full guarantees for Children with Special Needs to obtain quality education services. Many of the problems of inclusive learning that occurred during the Covid-19 pandemic, ranging from the unpreparedness of the school to various problems with environmental factors so that innovation was needed to overcome these problems. In this article, the author develops a prototype of a digital-based learning platform as a solution to facilitate inclusive learning for children with special needs.
The Importance of Computational Thinking to Train Structured Thinking in Problem Solving Rian Andrian; Rizki Hikmawan
JOIN (Jurnal Online Informatika) Vol 6 No 1 (2021)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v6i1.677

Abstract

Ability to do problem solving will be greatly influenced by how the flow of thinking in decomposing a problem until it finds the root of the problem so that it can determine the best solution. There is currently a growing recognition around the world that all fields require a prerequisite ability, namely to think logically, in a structured manner, and use computational tools to rapidly model and visualize data. This ability is known as Computational Thinking (CT). In this study, the author applied the computational thinking key concept in a case study to train structured thinking in problem solving. Computational thinking key concept includes Decomposition, Pattern recognition, Abstraction, and lastly use algorithms when they design simple steps to solve problems. Based on our case study that has been model, the result shows us that Computational Thinking can be used to train structured thinking in problem solving in everyday life
Pemanfaatan Metode E-Learning Sebagai Sarana Pelatihan dan Pengembangan Karyawan Perusahaan (Studi Literature Review) Andi Salwa Diva; Rizki Hikmawan
Jurnal Ilmiah Wahana Pendidikan Vol 9 No 16 (2023): Jurnal Ilmiah Wahana Pendidikan
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.8231296

Abstract

Dalam era digital yang semakin maju, teknologi informasi dan komunikasi telah mengubah banyak aspek kehidupan manusia, termasuk dalam proses pembelajaran. E-learning merupakan wujud nyata dari perkembangan teknologi dalam proses pembelajaran. Menurut Daryanto (2010) dalam Permatasari, I., & Hardiyan, H. (2018) E-Learning adalah sistem pembelajaran yang memanfaatkan media elektronik sebagai alat untuk membantu kegiatan pembelajaran [4]. Hingga saat ini e-learning tak hanya dimanfaatkan untuk pembelajaran dalam dunia pendidikan saja, dalam organisasi/perusahaan e-learning dimanfaat sebagai metode pembelajaran atau pelatihan dalam program training dan pengembangan karyawan. Hingga saat ini sudah banyak perusahaan/organisasi yang telah memanfaatkan e-learning sebagai sarana pelatihan karyawan untuk mencapai tujuannya yaitu meningkatkan kompetensi dan kemampuan sehingga dapat meningkatkan kinerja karyawan. Dalam beberapa penelitian terdahulu yang telah meneliti pemanfaatan dan penerapan e-learning sebagai sarana dalam pelatihan kompetensi karyawan, dapat disimpulkan bahwa e-learning memberikan dampak positif dan meningkatkan efektivitas serta kinerja karyawan. E-learning juga memberikan kemudahan dan fleksibilitas terhadap karyawan perusahaan dalam mengikuti pelatihan. Dalam penerapannya, organisasi/Perusahaan telah mulai menyelaraskan strategi e-learning mereka dengan preferensi karyawan. Dengan kustomisasi yang didasari oleh kebutuhan dan preferensi karyawan dalam merancang dan mengembangkan e-learning, penerapan e-learning berpotensi memberikan manfaat dan meningkatkan kompetensi serta kinerja karyawan organisasi/perusahaan. Tak jarang pemanfaatan e-learning dalam pelatihan di organisasi/perusahaan dirasa kurang efektif dan memiliki kekurangan. Namun, kekurangan dan hambatan tersebut dapat menjadi referensi dan bahan pertimbangan serta evaluasi dalam perancangan dan pengembangan e-learning agar pemanfaatan dan penerapannya berpotensi memberikan lebih banyak manfaat baik.
Tantangan Guru dalam Mengembangkan Nalar Kritis Siswa untuk Menjawab Soal-Soal Asesmen Kompetensi Minimum (AKM) Laila Fajriyanti; Rizki Hikmawan; Nuur Wachid Abdul Majid
Tarbiatuna: Journal of Islamic Education Studies Vol 4 No 1 (2024): Tarbiatuna:  Journal of   Islamic Education Studies (In Press)
Publisher : PKP Pusat Jurnal LPPM IAi Nasional Laaroiba

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/tarbiatuna.v4i1.5661

Abstract

The transition from education policy, namely the National Examination to a Minimum Competency Assessment, requires adaptive learning habits for teachers and students. The UN culture which focuses on how students face tests or exams is transitioning to AKM which views regular evaluation as an important part of improving the teaching and learning process, especially in the aspect of critical thinking. One important component to achieve accurate assessment results is adjusting learning methods. This research aims to determine the challenges and attitudes taken by teachers in facing assessments. This research uses a qualitative approach with data collection methods using interviews for teachers and questionnaires for students. Researchers want to know teachers' understanding of AKM, analyze the influence of the learning methods used on aspects of critical reasoning and find types of learning methods that can help with this problem. The research results show that there are no special changes to learning methods in responding to changes in assessment.
User Experience Design and Prototypes of Mobile-based Learning Media for Children with Special Needs in the Dyslexia Category Rian Andrian; Aldi Yasin; Rizki Hikmawan; Ahmad Fauzi; Muhamad Irwan Ramadhan
JOIN (Jurnal Online Informatika) Vol 8 No 2 (2023)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v8i2.959

Abstract

Education is the right of all living things regardless of social status, gender, or physical condition. Persons with disabilities have the same rights and obligations as citizens. Based on the 1945 Constitution Article 31 Paragraph 1 and Law Number 20 of 2003 concerning the National Education System, it can be concluded that the state provides full guarantees for children with special needs to obtain quality education services. Children with special needs are divided into several categories, in this study the research team will focus on solving learning problems for children with disabilities in the dyslexia category. Dyslexia also known as reading disorder, is a disorder characterized by reading below the expected level for one's age. This study aims to find learning solutions by developing user experience designs and prototypes of mobile-based learning media for children with special needs in the dyslexia category. This research applies design thinking methodology to understand users, challenge assumptions, redefine problems, and create innovative solutions to prototype and test.
ANALISA DAMPAK FINANCIAL TECHNOLOGY (FINTECH) TERHADAP KEBUTUHAN KAUM MILENIAL Dian Permata Sari; Nuur Wahid Abdul Majid; Rizki Hikmawan; Hudzaifi Syah Tsalits Taufiqi
Jurnal Informatika Teknologi dan Sains (Jinteks) Vol 5 No 4 (2023): EDISI 18
Publisher : Program Studi Informatika Universitas Teknologi Sumbawa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51401/jinteks.v5i4.3419

Abstract

The rise of online loan advertisements and the ease of accessing and processing loans certainly make them attractive for today's smartphone users. If an offer is given to a customer or client, of course, there is an agreed agreement, so this agreement has various impacts on online loan users. The research method used is qualitative research, using the Likert scale. The use of a sample size of 104 respondents refers to Gay and Diehl's sample size theory in Anwar Sanusi (2012) which states that the minimum number of samples that must be taken is 30 samples. It is hoped that the results of this research will have an impact on the needs, causes, and factors of millennials making online loans on the University in Purwakarta campus.
Kebiasaan berpikir matematis dan kemampuan koneksi matematika mahasiswa (studi kasus pada mahasiswa psti) Suprih Widodo; Dian Permata Sari; Rizki Hikmawan
INTEGRATED (Journal of Information Technology and Vocational Education) Vol 1, No 2 (2019)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/integrated.v1i2.21996

Abstract

Mahasiswa baru merupakan individu yang mengalami perubahan adaptasi dari siswa menjadi mahasiswa dengan sistem pembelajaran yang berbeda. Setiap adaptasi yang dialami oleh mahasiswa akan berbeda antara satu individu dengan individu lainnya. Tujuan dari penelitian ini adalah untuk mengungkap habits of mind dari mahasiswa semester satu di salah satu perguruan tinggi negeri di kabupaten Purwakarta. Responden penelitian ini berjumlah 73 orang mahasiswa semester satu yang mengampu mata kuliah matematika di salah satu program studi baru di perguruan tinggi negeri tersebut. Penelitian ini menggunakan metode survey dengan menggunakan angket tertutup berjumlah 16 pernyataan mengenai habits of mind dalam pembelajaran matematika. Hasil dari penelitian ini menunjukkan bahwa mahasiswa berada pada kategori lemah sebanyak 43,75 persen dan pada kategori cukup sebanyak 56,25 persen. Diharapkan untuk peneliti selanjutnya menggunakan habits of mind sebagai strategi pembelajaran untuk memberikan inovasi dalam pembelajaran matematika agar kebiasaan-kebiasaan yang berpengaruh positif pada mahasiswa dapat berkembang dan berdampak pada meningkatnya kemampuan matematika mahasiswa khususnya dalam kemampuan matematis.
Game-based learning (gbl) sebagai inovasi dan solusi percepatan adaptasi belajar pada masa new normal Aisyah Cinta Putri Wibawa; Hashina Qiamu Mumtaziah; Lutfiah Anisa Sholaihah; Rizki Hikmawan
INTEGRATED (Journal of Information Technology and Vocational Education) Vol 2, No 1 (2020)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/integrated.v3i1.32729

Abstract

Saat ini pemerintah telah menyiarkan masa new normal yaitu kondisi dimana setelah terjadinya pandemi Covid-19 yang mengharuskan seluruh sektor di Indonesia untuk mematuhi protokol kesehatan. Terutama sektor pendidikan dengan kegiatan belajar mengajar yang dilakukan secara daring atau tidak tatap muka secara langsung. Namun, kegiatan pembelajaran secara daring ini berdampak pada pola belajar yang mengakibatkan kejenuhan.  Sementara itu, di awal tahun 2021 kegiatan pembelajaran akan dilakukan secara luring dengan tetap menjaga protokol kesehatan. Tentu saja masa transisi ini sangat memerlukan adaptasi yang harus dilakukan secara cepat dan tepat. Maka dari itu, diperlukanlah inovasi pendidikan sebagai solusi dari permasalahan tersebut dengan menerapkan Game-Based Learning pada masa new normal ini. Tujuan tulisan ini untuk mengenalkan Game-Based Learning sebagai inovasi dan solusi percepatan adaptasi belajar pada masa new normal. Metode penelitian ini menggunakan analisis deskriptif dengan studi pendahuluan. Penelitian ini ditujukan kepada seluruh mahasiswa Universitas Pendidikan Indonesia Kampus Purwakarta kelas 1A PSTI. Berdasarkan hasil yang kami dapatkan Game-Based Learning ini dapat mengefektifkan proses belajar mengajar, maka kami sangat merekomendasikannya bagi para tenaga pengajar.
The Importance of Computational Thinking to Train Structured Thinking in Problem Solving Rian Andrian; Rizki Hikmawan
JOIN (Jurnal Online Informatika) Vol 6 No 1 (2021)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v6i1.677

Abstract

Ability to do problem solving will be greatly influenced by how the flow of thinking in decomposing a problem until it finds the root of the problem so that it can determine the best solution. There is currently a growing recognition around the world that all fields require a prerequisite ability, namely to think logically, in a structured manner, and use computational tools to rapidly model and visualize data. This ability is known as Computational Thinking (CT). In this study, the author applied the computational thinking key concept in a case study to train structured thinking in problem solving. Computational thinking key concept includes Decomposition, Pattern recognition, Abstraction, and lastly use algorithms when they design simple steps to solve problems. Based on our case study that has been model, the result shows us that Computational Thinking can be used to train structured thinking in problem solving in everyday life
User Experience Design and Prototypes of Mobile-based Learning Media for Children with Special Needs in the Dyslexia Category Rian Andrian; Aldi Yasin; Rizki Hikmawan; Ahmad Fauzi; Muhamad Irwan Ramadhan
JOIN (Jurnal Online Informatika) Vol 8 No 2 (2023)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v8i2.959

Abstract

Education is the right of all living things regardless of social status, gender, or physical condition. Persons with disabilities have the same rights and obligations as citizens. Based on the 1945 Constitution Article 31 Paragraph 1 and Law Number 20 of 2003 concerning the National Education System, it can be concluded that the state provides full guarantees for children with special needs to obtain quality education services. Children with special needs are divided into several categories, in this study the research team will focus on solving learning problems for children with disabilities in the dyslexia category. Dyslexia also known as reading disorder, is a disorder characterized by reading below the expected level for one's age. This study aims to find learning solutions by developing user experience designs and prototypes of mobile-based learning media for children with special needs in the dyslexia category. This research applies design thinking methodology to understand users, challenge assumptions, redefine problems, and create innovative solutions to prototype and test.