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MOBILE SEAMLESS LEARNING FOR FUTURE LEARNING MODELS Abdul Haris Indrakusuma
JoEICT (Jurnal of Education And ICT) Vol 7, No 1 (2023)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v7i1.5360

Abstract

The learning process that emerges scientifically is one of the current learning emphases. The development of mobile technology such as smartphones supports learning that occurs outside of context, that is, it can occur at any time and anywhere without being bound by time and space. This has the opportunity to create learning that arises naturally. Students can be accommodated to study anytime and anywhere according to the students wishes or learning mood. Therefore, appropriate concepts and designs are needed to provide an effective learning environment. Mobile seamless learning is a learning model that contains the concept of continuity and continuity in the learning process that occurs without boundaries of space and time. This article describes the general concept in developing Mobile Seamless Learning-based learning
DEVELOPMENT OF A WEB-BASED POINT OF SALE (POS) SYSTEM APPLICATION FOR MRS. SULASMI'S GROCERY STORE Bian Dwi Pamungkas; Hendra Adi Saputra; Fahrur Rozi; Abdul Haris Indrakusuma
JoEICT (Jurnal of Education And ICT) Vol 7, No 2 (2023)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v7i2.4491

Abstract

    Mrs. Sulasmi grocery store is a grocery store that shells various types of goods. Mrs. Sulasmi grocery store has been established since 1998, and for almost 25 years or running the business, the store has not utilizied a supporting system for inventory recording and financial reporting. Due to the absence of such a system, store owners often face various fifficulties as monitoring inventory, calculating profit, lack of supervision over the security of good, and sometimes forgetting about product prices. ack of supervision over the security of goods, and sometimes forgetting about product prices. This research aims to develop a web-based point-of-sale (POS) system application that is suitable to assist Mrs. Sulasmi, the owner of the grocery store, in overcoming these challenges. The research methodology used is Research and Development (RnD) with a prototype development model consisting of 7 stages: (1) gathering requirements, (2) creating a prototype, (3) evaluating the prototype, (4) coding the system, (5) system testing, (6) system evaluation, and (7) system utilization. The assessment results from expert evaluators indicate that the developed product has achieved a very suitable criteria with a percentage of 100% for compatibility aspect and 100% for functional suitability aspect. Meanwhile, the field trial results indicate that the developed product has achieved a very satisfactory criteria with a score of 96.67. Based on the research findings, it can be concluded that the web-based point-of-sale system application for Mrs. Sulasmi grocery store is highly suitable for use.                                                                                                 Keywords: Web, Point of Sale, Grocery store
DEVELOPMENT OF A WEB-BASED INVENTORY INFORMATION SYSTEM FOR A UNIVERSITY ROBOTICS LABORATORY: AN AGILE DEVELOPMENT APPROACH WITH ISO 25010 EVALUATION Bian Dwi Pamungkas; Muhammad Alifi Ferdiansyah; Abdul Haris Indrakusuma; Vertika Panggayuh
JoEICT (Jurnal of Education And ICT) Vol 8, No 2 (2024)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v8i2.9280

Abstract

Effective management of laboratory assets is a critical operational challenge in higher education institutions, particularly in engineering and robotics facilities where equipment is diverse, high-value, and subject to frequent use. Manual inventory practices remain prevalent in many university laboratories, leading to data inaccuracies, untracked loans, and difficulty in accountability. This study presents the development and evaluation of a web-based inventory information system for the Robotics Laboratory of Universitas Bhinneka PGRI. The system was developed using the Agile Development methodology, encompassing six iterative phases: Planning, Implementation, Testing, Documentation, Deployment, and Maintenance. The technology stack consisted of PHP with the Laravel 9 framework for the backend and Bootstrap 5 for the frontend, supported by a MySQL relational database. The system supports three role-based user levels — Administrator, Manager/Staff, and Member — and incorporates features for real-time item registration, loan management, return tracking, transaction approval workflows, and exportable reporting. System quality was evaluated using the ISO/IEC 25010 standard, specifically the Functional Suitability and Compatibility quality characteristics. Expert validation yielded scores of 99.16% and 100% for Functional Suitability and Compatibility, respectively, both classified as 'Very Feasible.' Usability was assessed using the System Usability Scale (SUS) with small-group (n=10, SUS=94.16) and large-group (n=30, SUS=93.50) tests, both falling within the 'Excellent' category. The findings demonstrate that the developed system substantially addresses the limitations of manual inventory management in robotics laboratory environments and provides a replicable model for similar institutional contexts.
DEVELOPMENT AND FEASIBILITY EVALUATION OF AN ANDROID-BASED ELECTRONIC MODULE FOR MATHEMATICS LEARNING IN JUNIOR SECONDARY EDUCATION Abdul Haris Indrakusuma; Vertika Panggayuh; Fahrur Rozi; Richo Prastianto
JoEICT (Jurnal of Education And ICT) Vol 8, No 2 (2024)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v8i2.9286

Abstract

The integration of mobile technology into formal education has generated substantial interest in the development of Android-based learning media, particularly in subjects that students traditionally find challenging. This study addresses the limited availability of interactive, portable learning tools for eighth-grade mathematics specifically on the topic of three-dimensional flat-sided geometric solids at SMP Negeri 6 Tulungagung, where mathematics consistently recorded the lowest average scores among twelve subjects. The primary objective was to develop and evaluate the feasibility of an Android-based electronic module (e-module) built with Construct 2, following the four-stage 4D (Define, Design, Develop, Disseminate) research and development model. The e-module was systematically validated through two media experts, one content expert, and field-tested with 74 students across small-group and large-group trials. Validation and user-response data were collected via structured questionnaires and scored against a five-tier eligibility rubric. Results indicate that media expert validation yielded scores of 84% and 99%, respectively; content expert validation returned 90.9%; and student user trials recorded 92% and 94.5% for small and large groups, respectively. The overall mean feasibility score was 92.1%, falling within the Very Eligible category. These findings confirm that the developed e-module meets the pedagogical, technical, and usability standards required for deployment in classroom and independent learning contexts. The study contributes a replicable development framework for mobile-based mathematics learning media in resource-constrained secondary school environments and highlights directions for future work, including cross-platform deployment and integration of adaptive assessment features.
PENGEMBANGAN GAME EDUKASI BERBASIS MOBILE DALAM PEMBELAJARAN MATEMATIKA MATERI PECAHAN SEDERHANA UNTUK SD NEGERI 01 NGRANCE Abdul Haris Indrakusuma; Vertika Panggayuh; Bian Dwi Pamungkas; Irianinza Risquila Nikma
JoEICT (Jurnal of Education And ICT) Vol 7, No 2 (2023)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v7i2.9281

Abstract

Kegiatan belajar mengajar yang dilakukan di dalam kelas belum memanfaatkan ragam media pembelajaran berbasis teknologi hanya menggunakan media yang ada seperti papan tulis, guru belum memanfaatkan media teknologi lain yang bersifat interaktif. Peserta didik memerlukan media pembelajaran yang tepat untuk mengantarkan konsep pecahan sederhana agar mudah dipahami dan di mengerti. Sehubungan dengan hal tersebut maka dapat dipandang perlu untuk mengembangkan media game berbasis mobile yang layak dalam pembelajaran matematika materi pecahan untuk SD Negeri 01 Ngrance.Penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan menggunakan model pengembangan menggunakan model ADDIE (Analyze, Desain, Development, Implementation, Evaluasi). Media game edukasi ini divalidasi oleh dosen jurusan Pendidikan Teknologi Informasi Universitas Bhinneka PGRI Tulungagung. Angket digunakan untuk mengevaluasi kualitas media, kualitas materi, dan respon siswa. Uji coba media dilakukan di SD Negeri 01 Ngrance dengan jumlah responden 13 siswa dan 1 guru.Hasil penelitian menunjukkan bahwa media game edukasi berbasis mobile yang dikembangkan dengan nama Game Edukasi Pecahan Sederhana dengan materi Pecahan Sederhana. Dan Game Edukasi Pecahan Sederhana sangat layak digunakan untuk belajar pecahan sederhana siswa kelas IV. Kualitas produk media pembelajaran ini ditentukan oleh aspek kelayakan materi dan media. Penilaian aspek kelayakan ahli media memperoleh 95,7%. Dan penilaian aspek kelayakan ahli materi memperoleh 82,5%, kedua presentase tersebut dikategorikan sebagai “sangat layak”. Untuk penilaian berdasarkan respon siswa didapat presentase 92,75% dengan presentase kelayakan “sangat layak”.
DEVELOPMENT OF ARTICULATE STORYLINE 3-BASED INTERACTIVE LEARNING MEDIA FOR COMPUTER SYSTEMS SUBJECT: AN ADDIE-BASED DESIGN STUDY IN INDONESIAN VOCATIONAL EDUCATION Jauhari Tamam; Abdul Haris Indrakusuma
JoEICT (Jurnal of Education And ICT) Vol 10, No 1 (2026)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v10i1.1658

Abstract

The persistent reliance on conventional, teacher-centered instructional methods in Indonesian vocational secondary schools (SMK) has been identified as a contributing factor to low student engagement and suboptimal learning outcomes, particularly in technical subjects such as Computer Systems. This study addresses that gap by developing and evaluating an interactive learning medium for the Computer Systems subject at Class X Multimedia 2, SMK Islam 1 Durenan, using Articulate Storyline 3 as the development platform. The research employed the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) instructional design model. Validation was conducted through expert review (material and media experts) and two-phase student trials (small group: n = 10; large group: n = 25). Quantitative data were collected via structured rating instruments and analysed using percentage feasibility scores. Results demonstrated that the developed medium achieved a material feasibility score of 85% (Very Feasible), a media feasibility score of 79% (Feasible), and student response scores of 72% and 80% for the small-group and large-group trials, respectively, both rated as Feasible. These findings confirm that the Articulate Storyline 3-based medium is both technically sound and pedagogically appropriate for vocational learners. The study contributes empirical evidence supporting the adoption of authoring-tool-based interactive media in vocational ICT education and provides a replicable development framework for practitioners and researchers in similar contexts