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Design of Continuous Web APP: Guidance and Counseling Management Information System at SMKN 1 Purwakarta using Laravel Framework Setyawan, Kornelius Rhesa Valdis; Rizal, Muhamad Fahmi; Widodo, Suprih; Hikmawan, Rizki
International Journal Software Engineering and Computer Science (IJSECS) Vol. 3 No. 3 (2023): DECEMBER 2023
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijsecs.v3i3.1855

Abstract

An Information System plays a crucial role in addressing the challenges associated with archiving guidance and counseling reports, thereby enhancing the quality of Guidance and Counseling Services at SMKN 1 Purwakarta. This research aims to develop a web application that not only streamlines the archiving process but also provides a foundation for future enhancements. The research process involves a comprehensive literature review, data collection, system analysis, system development, and report generation. Data acquisition encompasses both extensive literature searches and empirical fieldwork, involving interviews and direct observations of relevant stakeholders. The adoption of the Extreme Programming methodology is justified due to its efficiency in rapid software development and adaptability to changing requirements. Laravel, chosen as the framework, offers robust features, an active community, and continuous updates to support ongoing development. The outcome of this research is a Management Information System for guidance and counseling, leveraging Bootstrap for the frontend, Laravel for the backend, and MySQL for the database. The research also provides documentation for future improvements, including the results of black-box testing.
Comparative Study of Processing Student Learning Results Scores using Microsoft Excel with the RDM (Digital Madrasah Report Card) Website Haury, Ahmad Musyadad; Widodo, Suprih; Hikmawan, Rizki
International Journal Software Engineering and Computer Science (IJSECS) Vol. 4 No. 1 (2024): APRIL 2024
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijsecs.v4i1.2108

Abstract

This research explores the comparison of Microsoft Excel and Madrasah Digital Report Cards (RDM) in processing student grades into report cards using qualitative methods. In evaluating the advantages and disadvantages of each platform, this research highlights practicality and affordability as important elements in selecting a value management tool. Microsoft Excel is known as a widely recognized tool, while RDM adds practicality through web-based accessibility. Data security is a key consideration, with RDM providing a higher level of protection compared to Excel's inherent security risks. Customization is a key factor, where Excel's high level of flexibility is balanced with a well-organized RDM template structure, which is in line with the needs of the madrasah curriculum. The integration factor is also a determining factor, as Excel requires greater technical effort while RDM is designed to facilitate integration within the madrasa education ecosystem. The choice between Excel and RDM is recommended depending on the specific priorities and needs of the madrasah. For those focused on flexibility and sustainability, Excel may be a more suitable choice. At the same time, RDM offers a more appropriate solution for those who prioritize accessibility, data security, and easy integration. Practical advice is given to madrasah educational institutions to consider the unique characteristics of their environment and the goals they wish to achieve. In-depth evaluation of security, affordability, customization, and integration guides platform selection to support the effectiveness and efficiency of processing student grades into report cards.
Implementasi Model Meaningful Instructional Design (MID) Berbantukan Multimedia Gamifikasi untuk Meningkatkan Pemahaman Siswa Pada Mata Pelajaran Komputer dan Jaringan Dasar Nugraha, Eki; Faizal, Mochammad Yusuf; Nurdin, Enjang Ali; Hikmawan, Rizki
Petik: Jurnal Pendidikan Teknologi Informasi Dan Komunikasi Vol. 10 No. 2 (2024): Volume 10 No 2 September 2024
Publisher : Pendidikan Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/petik.v10i2.1662

Abstract

Abstrak Materi pengalamatan IP Address dalam mata pelajaran Komputer dan Jaringan Dasar sering kali dianggap sulit oleh siswa, terutama karena sifatnya yang abstrak dan tidak tervisualisasikan dengan baik. Studi ini bertujuan untuk mengevaluasi efektivitas model pembelajaran Meaningful Instructional Design berbantuan multimedia gamifikasi dalam meningkatkan pemahaman siswa terhadap materi ini. Metode penelitian yang digunakan adalah Quasi Experimental dengan desain Nonequivalent Control Group Design, melibatkan 40 siswa kelas X RPL di SMK Bina Wisata Lembang. Hasil penelitian menunjukkan adanya peningkatan pemahaman yang signifikan pada kelas eksperimen dibandingkan dengan kelas kontrol, dengan gain score sebesar 0,5525 untuk kelas eksperimen dan 0,3447 untuk kelas kontrol. Selain itu, 85,57% siswa memberikan respon positif terhadap penggunaan multimedia dalam pembelajaran. Temuan ini mengindikasikan bahwa penggunaan multimedia gamifikasi dalam model pembelajaran Meaningful Instructional Design dapat secara efektif meningkatkan pemahaman siswa pada materi pengalamatan IP Address dalam mata pelajaran Komputer dan Jaringan Dasar. Kata Kunci: Model Meaningful Instructional Design (MID); Multimedia; Pemahaman Siswa.   Abstract The topic of IP Addressing in the Computer and Network Basics course is often considered difficult by students, primarily due to its abstract nature and lack of proper visualization. This study aims to evaluate the effectiveness of the Meaningful Instructional Design model, supported by gamified multimedia, in enhancing students' understanding of this material. The research method used is Quasi Experimental with a Nonequivalent Control Group Design, involving 40 students from class X RPL at SMK Bina Wisata Lembang. The results of the study indicate a significant increase in understanding in the experimental class compared to the control class, with a gain score of 0.5525 for the experimental class and 0.3447 for the control class. Additionally, 85.57% of students gave positive feedback on the use of multimedia in learning. These findings suggest that the use of gamified multimedia in the Meaningful Instructional Design model can effectively improve students' understanding of IP Addressing in the Computer and Network Basics course. Keyword: Meaningful Instructional Design (MID) Model; Multimedia; Student Understanding
Implementasi ERP Odoo untuk Peningkatan Sistem Informasi Bisnis Perusahaan menggunakan Metode Accelereted SAP Anjani, Diyan; Hikmawan, Rizki; Sari , Dian Permata
Jurnal Pendidikan Informatika (EDUMATIC) Vol 8 No 1 (2024): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v8i1.26055

Abstract

The development of information technology in the business world is important for companies, one of which is the development of information systems in solving problems and managing various business transactions. Implementing ERP in companies is one of the developments in business information systems. This research aims to implement the Odoo ERP system business processes to improve the company's business information system so that work can be more efficient and integrated in one business process. The Odoo application was implemented using the Accelerated SAP method starting from the project preparation phase to the final preparation phase. Analysis was carried out by observation and interviews. This research involved 1 Acount Recevaibel staff member, and 1 HRD at PT Tiara Fajar Transportindo as research subjects. System testing using black box is carried out to minimize errors in the functions used.. The findings show that the document module, recruitment module and employee module in the Odoo application can be used as an update to the existing business system. Testing in black box tasting shows that the system is in accordance with expectations. Therefore, implementing the Odoo application is suitable for use at PT Tiara Fajar Transportindo.
Development of a Digital Platform Prototype, to Facilitate Inclusive Learning for Children with Special Needs Andrian, Rian Andrian; Yasin, Aldi; Hanan, Muhammad Raihan Ijlal; Ramadhan, Muhamad Irwan; Ridwan, Taufik; Hikmawan, Rizki
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.
BEDIPOLI : Implementing an Educational Game Monopoly to Enhance Digital Ethics Among Elementary School Students in Purwakarta, Indonesia Novianti, Putri Ade; Hikmawan, Rizki; Fajrussalam, Hisny
Jurnal Paedagogy Vol 12, No 1 (2025): Jurnal Paedagogy (January 2025)
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v12i1.13654

Abstract

This research aims to enhance elementary school students’ comprehension of digital ethics by employing Monopoly as the medium for Educational Game Tools (APE). This study used a quantitative approach with a pre-experimental design featuring a one-group pre-test and post-test, with the sample selected through purposive sampling. The instrument design involved creating assessment tools validated by six experts. The learning media included 30 questions on digital ethics comprehension, with validity assessed using the content validity ratio (CVR). To test the hypothesis, a Wilcoxon Signed-Ranks Test was applied to compare the pre-test and post-test scores. Pre-test and post-test instruments were adapted from the Ministry of Communication and Information Technology’s “Status of Digital Literacy in Indonesia 2020,” focusing on communication skills and technology ethics. The results revealed that initial assessments indicated a low understanding of digital ethics among students, with 18 out of 39 needing to demonstrate mastery before the APE implementation. However, post-implementation evaluations showed that only one student did not achieve mastery, with significant overall improvement and heightened enthusiasm for learning, highlighting the APE’s effectiveness. The study suggests that incorporating educational game tools (APE) into learning methods can significantly enhance students’ understanding of digital ethics.
Analysis of the Impact of Financial Technology (Fintech) on the Needs of Generation Z in the Community Around UPI Purwakarta Campus Zahratunnisa, Zahratunnisa; Sari, Dian Permata; Hikmawan, Rizki
Dinasti International Journal of Economics, Finance & Accounting Vol. 5 No. 5 (2024): Dinasti International Journal of Economics, Finance & Accounting (November - De
Publisher : Dinasti Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/dijefa.v5i5.3375

Abstract

In the era of technological acceleration, technological advancements affect various aspects of life including the financial sector. Financial Technology (fintech) is an innovation that facilitates financial transactions and online loans, especially for generation Z. However, this convenience is also accompanied by risks such as fraud and consumptive behavior. This study aims to determine the impact and factors that affect Generation Z in financial technology in the community around the UPI Purwakarta campus. The research method used was a quantitative research method with a likert scale and distributed to 435 respondents. The data analysis techniques used are correlation analysis and simple regression analysis. While the hypothesis test uses the determination coefficient and the F test. The results of this study show that there is a significant (simultaneous) influence between the perception of Generation Z and the use of fintech applications and the magnitude of the influence is 31.1%.
Gamified Flipped Classroom: Solusi Untuk Mendukung Stundent’s Emotional Engagement Nuriyah Musyafa, Wigi; Hikmawan, Rizki; Widodo, Suprih
Jurnal Pendidikan Vol. 34 No. 1 (2025): March
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/jp.v34i1.5998

Abstract

Pendidikan saat ini harus mampu membangun kemauan dan mengembangkan kreativitas peserta didik dalam proses pembelajaran. Salah satu upaya untuk mencapainya adalah meningkatkan keterlibatan siswa ketika pembelajaran berlangsung. Namun, selama masa transisi dari pembelajaran jarak jauh ke pembelajaran tatap muka keterlibatan siswa cenderung menurun khususnya di Kabupaten Purwakarta. Maka dari itu, diperlukan upaya guru untuk memfasilitasi siswa agar terlibat khususnya secara emosional. Gamified flipped classroom menjadi solusi praktis untuk memfasilitasi keterlibatan siswa secara emosional karena sifatnya yang menyenangkan. Tujuan penelitian ini adalah untuk mengetahui perbedaan keterlibatan emosional ketika menggunakan gamified flipped classroom dan untuk mengetahui apakah gamified flipped classroom akan memberikan dampak keterlibatan emosional lebih baik dibandingkan dengan flipped classroom saja. Metode penelitian yang digunakan adalah kuasi eksperimen dengan desain post-test only control group design. Sampel pada penelitian ini yaitu kelas X pada program keahlian Rekayasa Perangkat Lunak di salah satu sekolah menengah kejuruan di Purwakarta yang berjumlah 43 orang. Instrumen yang digunakan berupa non tes. Berdasarkan hasil penelitian terdapat perbedaan keterlibatan emosional yang signifikan antara kelas kontrol dan kelas eksperimen dengan nilai signifikansi sebesar 0,003, artinya kelas eksperimen yang diberi perlakuan gamified flipped classroom memiliki tingkat keterlibatan emosional yang lebih baik dibandingkan kelas kontrol yang hanya diberi perlakuan berupa flipped classroom saja. Sehingga dapat dikatakan bahwa gamified flipped classroom adalah metode yang baik untuk meningkatkan keterlibatan emosional siswa.
Ikigai as Student High Order Literacy Skills Intrinsic Motivation Learning Template Hikmawan, Rizki; Suherman, Ayi; Fauzi, Ahmad; Mubarak, Ibnu
Journal of Education Reseach and Evaluation Vol 4 No 1 (2020): February
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (455.85 KB) | DOI: 10.23887/jere.v4i1.22449

Abstract

This study aims to develop instructional design that include Ikigai concept to improve students High Order Literacy Skills competence in accordance to standard needed in industrial 4.0 era. Product development is done by Research and Development (R&D) Method with Akker procedure scheme. On the field of Informatic Education, our main concern is student that can be described as skilled programmer often have poor communication or collaboration skills with societies and vice-versa, student with good social skills often has poor technical skill. However, when the students have clear life-goal, those lack of social or technical skills are gradually improved. In this study, we cultivate student's intrinsic motivation by utilize Ikigai concept on teaching and learning activities. The result show that when the students have clear life-goal, those lack of social or technical skills are gradually improved. Furthermore, by properly using Ikigai as motivation template, it could be the most important factor that help eastern culture people achieve self-actualization.
Analysis of Gamification in Cybersecurity Education for Students: A Systematic Literature Review Sodikin, Reisa Aulia; Hikmawan, Rizki
Jurnal Educative: Journal of Educational Studies Vol. 8 No. 2 (2023): December 2023
Publisher : Universitas Islam Negeri Sjech M. Djamil Djambek Bukittinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30983/educative.v8i2.7513

Abstract

The increasingly complex digital era requires a deeper comprehension of cybersecurity threats, particularly in educational settings. The imperative to establish an interactive and adaptive learning environment, responsive to technological advancements, makes the adoption of gamification elements as an innovative method to heighten student involvement and deliver crucial knowledge in the context of cybersecurity. To tackle these challenges, this research outlines the cause-and-effect relationships, focusing on the connection between the evolution of cybersecurity knowledge areas and gamification elements found in earlier literature. By specifying the components of the CIA Triad—Confidentiality, Integrity, and Availability—this study establishes a strong foundation for investigating how gamification elements can harmonize with the cybersecurity requirements in this digital era. The research utilizes a systematic literature review method based on inclusion and exclusion criteria, the research identifies 13 Google Scholar-indexed articles published between 2018 and 2023. These findings reveal a correlation between gamification elements and the CIA Triad aspects, along with Venn diagrams in recent cyber threats and attacks. This offers a foundation for the development of more potent pedagogical approaches in delivering cybersecurity materials to the generation maturing in this digital era.Era digital yang semakin kompleks menuntut pemahaman yang lebih mendalam terhadap ancaman keamanan siber, khususnya di lingkungan pendidikan. Adapun kebutuhan untuk menciptakan lingkungan pembelajaran yang menarik dan responsif terhadap perkembangan teknologi informasi mendorong penerapan elemen-elemen gamifikasi sebagai metode inovatif yang dapat meningkatkan keterlibatan siswa dan menyampaikan pengetahuan krusial dalam konteks keamanan siber.  Dalam rangka mengatasi tantangan ini, penelitian ini menjelaskan secara rinci pola sebab dan akibat, dengan fokus pada korelasi antara pengembangan area wawasan keamanan siber dengan elemen-elemen gamifikasi dalam literatur terdahulu. Dengan merinci aspek-aspek CIA Triad, yakni Confidentiality, Integrity, dan Availability, penelitian ini menciptakan dasar yang kuat untuk mengeksplorasi bagaimana elemen-elemen gamifikasi dapat menyelaraskan diri dengan kebutuhan keamanan siber di era digital ini. Penelitian ini menggunakan metode systematic literature review berdasarkan kriteria inklusi dan eksklusi, menghasilkan 13 artikel terindeks Google Scholar yang diterbitkan di tahun 2018-2023. Hasil penelitian menunjukkan adanya korelasi antara elemen-elemen gamifikasi dan aspek CIA Triad, serta diagram venn yang mengilustrasikan kesesuaian elemen gamifikasi dengan aspek CIA Triad pada ancaman dan serangan siber terbaru sehingga dapat memberikan landasan untuk pengembangan pedagogi yang lebih efektif dalam menyampaikan materi keamanan siber kepada generasi yang tumbuh dalam era digital ini.