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Contact Name
Adam Mudinillah
Contact Email
adammudinillah@staialhikmahpariangan.ac.id
Phone
+6285379388533
Journal Mail Official
adammudinillah@staialhikmahpariangan.ac.id
Editorial Address
Jln. Batu Tujuh Tapak, Jorong Sungai Tarab, Kec. Sungai Tarab, Kab. Tanah Datar Prov. Sumatera Barat
Location
Kab. tanah datar,
Sumatera barat
INDONESIA
Scientechno: Journal of Science and Technology
ISSN : 29864887     EISSN : 29637481     DOI : 10.70177/Scientechno
Scientechno: Journal of Science and Technology is published by Yayasan Pedidikan Islam Daarut Thufulah, West Sumatra, Indonesia. Is an international peer reviewed and open access journal in Science and Technology. The aim is to publish conceptual and research articles that explore the application of any Science and Technology. Its scope is international in that it welcomes articles from academics, researchers, graduate students and policy makers. All articles should be in English.
Articles 54 Documents
Prophetic leadership: Islamic psychology studies in leadership management in mobile legend games Bahari, Lalu Pradipta Jaya; Fauzi, Ahmad
Scientechno: Journal of Science and Technology Vol. 2 No. 3 (2023)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/scientechno.v2i3.211

Abstract

This study aims to examine the concept of prophetic leadership in the context of the Mobile Legend Game, using an Islamic psychological approach. Prophetic leadership is a leadership model derived from the exemplary behavior of the prophets and apostles in Islam. In Mobile Legend games, effective leadership is essential to achieve common goals and optimal team performance. This study used a qualitative research method with a descriptive-analytical approach. Data were collected through participatory observation, interviews, and content analysis of leader behaviors in the Mobile Legend game that demonstrate prophetic leadership characteristics. In addition, the Islamic psychology approach was used to analyze aspects of prophetic leadership, such as justice, trust, integrity, and effective communication. The results of this study are expected to provide a deeper understanding of how prophetic leadership can be applied in the context of Mobile Legend games. The implications of this study can provide insight for players and game developers in understanding the importance of leadership based on Islamic values and exploring the potential of effective leaders in games.
Analysis of Geogebra Applications and Manipulative Media in Proving the Level of Spatial Rotating Symmetry Hidayati, Destia Wahyu; Sophie, Beguin; Sophie, Vandenhove; Baron, Grégory
Scientechno: Journal of Science and Technology Vol. 2 No. 3 (2023)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/scientechno.v2i3.241

Abstract

Geometry is a sub-matter that exists in mathematics related to everyday life. The existence of an understanding related to geometry material has a positive impact on increasing spatial abilities from various points of view. The ability to see geometric shapes from various perspectives is related to rotation and rotational symmetry. Studying rotational symmetry and how rotation affects its appearance and geometric properties will help deepen your understanding of the overall geometric shape. The purpose of this study is to provide a description of the views to prove the level of rotational symmetry in geometric 3D shapes by considering the description of the advantages and disadvantages of using geogebra and manipulative application media which are adapted to their respective characteristics. This research is a qualitative research. Data collection techniques used are observation and interviews. The instruments used were observation sheets and interview sheets. The data analysis technique used is data triangulation. The research results obtained are proving the degree of rotational symmetry in geometric shapes which have 1) the advantages of using geogebra: it does not take long to prove, it is flexible regarding geometric dimensions and the determination of the symmetry axis, does not take up space/practical, is available in the form of applications and online websites 2 ) Weaknesses of using GeoGebra: having to use a PC/laptop, the ability of GeoGebra users to use it is the main variable, limitations on PC/laptop, or internet performance, 3) advantages of using manipulative media: easier and more real in observing the degree of rotational symmetry, display at each level the degree of rotational symmetry can be marked to facilitate calculations, 4) the weakness of using manipulative media: it takes time to make manipulative media, the media requires an appropriate size for practice, inflexibility regarding the size and placement of the axis of symmetry.
Animaker Media On Student Learning Outcomes in Class VII Science Subject of Smp Negeri 1 Watang Pulu Nasli, Nurul; Tahir, M hijaz; Takdir, Muhammad; M, Usman; Hermansyah, Sam; Lorenzo, Courtois
Scientechno: Journal of Science and Technology Vol. 2 No. 3 (2023)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/scientechno.v2i3.316

Abstract

This study uses a quantitative method with the type of experimental research that aims to determine the effectiveness of using Animaker media on learning outcomes in class VII science at SMP Negeri 1 Watang Pulu, Sidenreng Rappang Regency. The population of this study were all 192 students of class VII at SMP Negeri 1 Watang Pulu, and 26 samples were taken. Data collection techniques were carried out based on Slavin's theory (2000), namely observation techniques, documentation techniques, test techniques, and questionnaire techniques. This indicator consists of four, namely the quality of learning, the suitability of the level of learning, intensity, and time. After the data was collected, the data was analyzed and found that the four indicators of the effectiveness of a strategy were passed and had an impact on student learning outcomes in class VII science subjects at SMP Negeri 1 Watang Pulu. Testing the research hypothesis of the data obtained on average from the higher posttest results, namely 81.8 %, while the pretest results were 50.8%. The results of this study indicate that the use of Animaker media in learning science class VII at SMP Negeri 1 Watang Pulu, Sidenreng Rappang Regency, is declared effective.
Performance Testing of Power Breaker 20 kV at the Senayan PLTMG Substation Netto Cubicles Hartanto, Sri; Priyono, Tri Ongko; Pahlavi, Reza; Benoît, Dubois
Scientechno: Journal of Science and Technology Vol. 2 No. 3 (2023)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/scientechno.v2i3.503

Abstract

A Power Breaker is a mechanical switch that is able to open to allow current to flow under normal conditions and close when there is a disturbance under abnormal conditions, such as a short circuit current disturbance. Damage to the Power Breaker has a considerable influence on the operation of the electric power system, resulting in losses and the operating system of the electric power being disrupted. For this reason, it is necessary to periodically test Power Breaker performance in order to meet operating standards, improve reliability, guarantee quality, and maintain the continuity of electric power distribution. This research was limited to testing before and after the Power Breaker 20 kV Net Cubicles Maintenance located at the Senayan PLTMG Substation during February 2023 in the form of contact resistance testing, Insulation resistance testing, simultaneity testing, and trip relay testing. By testing the performance of the Power Breaker, it is hoped that it can prevent malfunctions that result in damage to the Power Breaker and other components at the Senayan PLTMG Substation
Gender and Development Integration in the Curriculum towards Inclusive Education Boholano, Helen B.; Revita, Ike; Villaver, Debie Joyce B.
Scientechno: Journal of Science and Technology Vol. 3 No. 1 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/scientechno.v3i1.552

Abstract

This study investigates how students' attitudes regarding gender roles, academic success in STEM disciplines, and involvement in gender-related activism are affected by the inclusion of gender in development courses. In order to provide a thorough understanding of the consequences of gender integration, the study uses a mixed-methods research design that draws on feminist theory, social learning theory, and critical pedagogy. While qualitative analysis focuses on students' participation in gender-related activity, quantitative analysis looks at changes in students' perceptions toward gender roles and academic success in STEM disciplines. The results demonstrate the beneficial effects of gender integration on students' perceptions of gender roles, with inclusive curricula challenging prevailing prejudices and enabling learners to adopt more equitable viewpoints. Students are shown to be motivated to participate in gender-related activities by gender integration. An inclusive curriculum encourages active engagement and helps to bring about social change through bringing attention to issues, advancing social justice, and giving students the tools they need to confront gender inequality. Overall, this study emphasizes how important it is to integrate gender perspectives into the classroom in order to establish welcoming and equal learning environments. The findings underscore the necessity to include gender-related concerns in educational policies and practices and add to the body of research on gender integration. Society may work toward gender equality and enable people to be change agents by adopting inclusive education.
Simulation of Robot Arm Control System by Bluetooth Using Arduino Cahyono, Bagus Dwi; Nurdayanti, Nurdayanti; Azzahra, Nadiyah; Hardelia, Dea; Muhani, Muhani
Scientechno: Journal of Science and Technology Vol. 3 No. 1 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/scientechno.v3i1.607

Abstract

Era 4.0 is often referred to as the technological era. One application of technology in the industrial sector is the creation of a 4-arm robot. But in his case, 4-arm robots are rarely operated automatically. Therefore, a 4-arm robot simulation was designed using servo motors via Bluetooth. This research aims to design a 4-arm robot that is controlled using Bluetooth. The methodology used is the simulation method and literature study. The results of the simulation of a 4-arm robot controlled by Bluetooth can rotate at an angle of 45° and 90° and move automatically
A Picture Guessing Game to Improve English Skill at Sdn Baruh 1 Rohmah, Miftahur
Scientechno: Journal of Science and Technology Vol. 3 No. 1 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/scientechno.v3i1.655

Abstract

One of the difficulties students often experience in learning English is reading and speaking. Reading and speaking are activities that occur every day both at school, at home or in public places. Students in Indonesia experience difficulties when understanding reading and speaking English, mainly due to a lack of practice, the small vocabulary they have, and the lack of knowledge about appropriate English reading comprehension strategies. To improve the English language skills of students at Baruh 1 Elementary School, namely in the form of a picture guessing game to improve English language skills at Baruh 1 Elementary School. The approach used in this study is a descriptive qualitative research approach. The results of this study can be concluded that 6 students were very receptive and able to use English, because previously they had taken English lessons outside of school. 2 students are still classified as moderate in using English, they still experience a little difficulty in learning English. but he can know a little vocabulary used in learning English. 2 students still do not accept to use English, because they are not fluent in reading and cannot even read, so they find it difficult to do learning, including learning English. One of the most important skills implemented through deployment is the guessing game. Researchers use games as a learning medium. The picture guessing game is an activity that makes us more relaxed and fun. Based on research results, the proportion of success is 75%. The English picture guessing game for SDN Baruh 1 students is suitable for use and needs to be developed by increasing the number of pictures and adding the number of other categories, so that it can increase vocabulary in English. with picture game media to improve English learning, students are more enthusiastic in learning English and can train students' vocabulary, how to speak, where students are more efficient and more confident.
The Influence of Generative-Based Online Training Models on the Digital Capabilities of Businesses Nofaizzi, Mafrur Udhif; Kuswandi, Dedi
Scientechno: Journal of Science and Technology Vol. 3 No. 1 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/scientechno.v3i1.679

Abstract

This research aims to test the effect of a generative-based online training model on the digital capabilities of MSME players. This research uses quantitative research methods where there are two groups, namely experimental and control, with 20 participants each. Before and after being given treatment, participants were tested using a 25-question multiple choice test. The analysis test uses the normality test and the paired sample t test. The results showed significance for both the experimental group and the control group with a score of <0.05. This shows that there is a positive influence between the generative-based online training model and increasing digital capabilities for MSME players
Use of the Animal 4D Application to Improve English Vocabulary for Elementary School Children Rahmawati, Lailia
Scientechno: Journal of Science and Technology Vol. 3 No. 1 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/scientechno.v3i1.709

Abstract

Utilization of the animal 4D application as an approach to increasing English vocabulary for elementary school children. However, problems also often arise, namely that a teacher's efforts to collaborate with students are very minimal, and managing responsibilities is difficult to implement because students have different points of view regarding the use of the Animal 4D application. Then there are other problems that also have an impact on students' academic knowledge, so that students' thinking becomes complicated to understand. Apart from that, raising student enthusiasm requires a supportive environment, but high academic demands are a challenge for students to face new concepts. This research aims to examine the influence of using the Animal 4D application to improve the English vocabulary of elementary school children. Apart from that, researchers also admit that in the educational environment, especially elementary schools, it is very necessary to apply English vocabulary which becomes a reference for these schools to increase the use of the animal 4D application. This research method uses a quantitative method, namely this method is an indication for respondents that this research is in the form of numbers. This was obtained through observations in the classroom and outside the classroom to find out how collaboration and cooperation between teachers and students went well during learning based on the Animal 4D application. Next, the researchers conducted interviews with teachers and students regarding the use of the animal 4D application to improve elementary school children's English vocabulary, as well as collecting quantitative data by distributing online-based questionnaires in the form of Google forms. The results of this research explain that the use of the animal 4D application has an impact on the motivation of elementary school students. When students are able to collaborate with other students, these students are able to develop innovative thinking skills and foster a sense of caring for each other. The conclusion of this research shows that a combination of good collaboration in learning based on the use of the Animal 4D application has great potential to increase students' creativity in mastering English vocabulary.
Self-Directed Learning in STEM Teaching and Learning: A Systematic Review of Empirical Evidence Mercado, Justine
Scientechno: Journal of Science and Technology Vol. 3 No. 1 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/scientechno.v3i1.739

Abstract

Despite the growing popularity of self-directed learning (SDL) research, the impacts of this approach on science, technology, engineering, and mathematics teaching and learning (STEM-TL) still need to be well documented. To address this issue, this systematic review analysed and synthesised content from 50 published articles in the form of study characteristics, research methods, learning theories and strategies, technology platforms, impacts, challenges, and research opportunities related to the application of SDL in STEM-TL retrieved from the Web of Science (WoS) database and Scopus within the last five years. The studies examined reveal evidence that the use of SDL in STEM-TL has been quite diverse and holds promise for student success in acquiring and mastering 21st-century skills. Unfortunately, only some studies anticipate other potential concerns, such as early SDL application, student character degeneration, uncontrolled technological progress, and an unknown future educational environment. This systematic review gives a summary of what was found, which can be used to build a framework that teachers, schools, and policymakers can use in current and future STEM-TL settings and curricula.