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PEMANFAATAN APLIKASI CANVA SEBAGAI MEDIA VIDEO PEMBELAJARAN KREATIF, INOVATIF, DAN KOLABORATIF Yuliana, Dyan; Baijuri, Achmad; Suparto, Arico Ayani; Seituni, Siti; Syukria, Sheilla
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 6 No 2 (2023): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2023
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v6i2.1025

Abstract

The use of technology in learning is very necessary in terms of designing, analyzing, evaluating, developing, and implementing material in the learning process. The important thing in the learning design process is the media used in learning. These learning media can be in the form of PowerPoint, digital modules, video tutorials, and other presentation materials. An educator should have learning media that is new and interesting in delivering material to his students, one of which is by presenting material through animated and fun learning videos. Canva is an application that can be used in designing learning media in the form of videos. How to use Canva Design is quite easy with many choices of design variations. This application provides a variety of design templates to use, ranging from free (free) to paid (pro). Canva can help users create and design a variety of creative designs, from designing brochures, advertisements, presentations, videos to infographics. This study aims to analyze the effectiveness of using the Canva application as a creative, innovative and collaborative learning video medium. The research method used is literature review. The method for searching for article data sources is carried out through the Google Scholar database resources (2020-2022) by taking relevant articles published in Indonesian. Key terms and phrases related to the Canva app, media, and learning videos were used in related subject searches. The results of the study show that the Canva application is effectively utilized as a medium for making creative, innovative and collaborative learning videos, so that it can assist educators in delivering material and make it easier for students to understand learning material. In addition, using Canva is also more efficient because it provides a variety of design templates for free and is available in several versions, namely web, Android and iPhone, so you can make learning videos simply by using your cellphone (gadget).
Sistem Informasi Administrasi Pelaporan Realisasi SKPD Berbasis Website Pada Bappeda Kabupaten Banyuwangi Ika Wahyudi, Fitradyah; Baijuri, Achmad
JUSTIFY : Jurnal Sistem Informasi Ibrahimy Vol. 2 No. 2 (2024): JUSTIFY : Jurnal Sistem Informasi Ibrahimy
Publisher : Fakultas Sains dan Teknologi, Universitas Ibrahimy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35316/justify.v2i2.3928

Abstract

Badan Perencanaan Pembangunan Daerah (BAPPEDA) kabupaten banyuwangi merupakan lembaga teknis daerah dibidang penelitian dan perencanaan pembangunan daerah yang dipimpin oleh seorang kepala badan yang berada dibawah dan bertanggung jawab kepada bupati melalui sekretaris daerah.Pada BAPPEDA kabupaten banyuwangi setiap satuan kerja daerah (SKPD) harus melaporkan penggunaan anggaran atau laporan realisasi kepada BAPPEDA,setiap petugas SKPD menyerahkan laporan realisasi kepada sekretariat,apabila terjadi kesalahan dalam penyusunan laporan realisasi maka SKPD yang salah akan diinformasikan kembali dan harus membuat ulang dan mengulangi prosedur administrasi pelaporan realisasi,Hal ini kurang efektif,, Dengan Sistem Informasi berbasis wesite dengan metode waterfall, karena metode ini tahapan dan langkah demi langkah yang harus dilalui harus diselesaikan satu persatu dan berjalan secara berurutan, oleh karena itu disebut dengan metode waterfall (Air Terjun), untuk mempermudah dalam pengumpulan data maka digunakan metode observasi,wawancara, dan studi pustaka, Sistem Informasi di implemetasikan dengan bahasa pemograman PHP dan basis data MYSQL sebagai media penyimpanan data. Dari penelitian ini telah menghasilkan Sistem Informasi Administrasi Pelaporan Realisasi SKPD Berbasis Website pada Bappeda Kabupaten Banyuwangi.
Rancang Bangun Sistem Informasi E-Commerce Gerai Hastani Kabupaten Banyuwangi Berbasis Website Cholifah, Cholifah; Baijuri, Achmad
JUSTIFY : Jurnal Sistem Informasi Ibrahimy Vol. 2 No. 2 (2024): JUSTIFY : Jurnal Sistem Informasi Ibrahimy
Publisher : Fakultas Sains dan Teknologi, Universitas Ibrahimy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35316/justify.v2i2.3930

Abstract

Banyuwangi Regency, which is known as one of the agricultural centers in East Java Province and on a national scale, has very high agricultural potential. Even though agricultural products in this region are abundant, many farmers in this area still face economic difficulties. This is due to the long marketing chain, which results in the accumulation of high profits by intermediaries. As a result, the prices received by farmers as producers and those paid by final consumers have significant differences. To overcome this problem, an effective marketing strategy is needed. The Department of Agriculture and Food has introduced the innovation "GERAI HASTANI" (Gerobakku Beautiful Agricultural Products) which aims to encourage farmers to become independent in caring for, harvesting and selling their agricultural products. Because GERAI HASTANI is only available at certain points, there are still many Banyuwangi people who cannot take advantage of it. Therefore, an online sales system is needed that allows farmers to sell their products directly and adheres to the same hygiene standards as those applied at GERAI HASTANI. This is why the e-commerce information system GERAI HASTANI in Banyuwangi Regency is important. This system will help expand the reach and accessibility of GERAI HASTANI, providing benefits to more farmers and consumers.
SISTEM INFORMASI PROMOSI UMKM BERBASIS WEBSITE PADA WILAYAH KECAMATAN ASEMBAGUS Pahlevi, Syah Reza A.; Baijuri, Achmad; Azise, Nur
JUSTIFY : Jurnal Sistem Informasi Ibrahimy Vol. 3 No. 1 (2024): JUSTIFY : Jurnal Sistem Informasi Ibrahimy
Publisher : Fakultas Sains dan Teknologi, Universitas Ibrahimy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35316/justify.v3i1.5017

Abstract

The rapid advancement of technology is very beneficial for humans, it can even open up job and business opportunities. Entrepreneurs today must always keep up with market developments due to fast business competition. To achieve the expected profits, companies must apply the marketing concept effectively. This indicates that the company's marketing must be better managed and harmonised. The use of information technology is very important in promoting products to be marketed; one of them is MSME products promoted through a website built with PHP programming language and MySQL database. This system allows MSMEs to promote products, find out the results of sales reports, and make it easier for consumers to order, especially in the Asembagus sub-district area.
Sistem Informasi Pendaftaran Dan Pendataan Berbasis Online di MA Ibrahimy Secang Banyuwangi Baijuri, Achmad; Haza Mahendra, Yusril
Computer Science and Information Technology Vol 5 No 1 (2024): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v5i1.5142

Abstract

Abstrak Tahap pendaftaran merupakan langkah pertama yang sangat penting dalam proses masuk ke Sekolah MA Ibrahimy Secang. Saat ini, Sekolah MA Ibrahimy Secang masih menggunakan proses pendaftaran manual seperti umumnya. Calon siswa yang ingin mendaftar harus datang langsung ke sekolah untuk mengambil formulir pendaftaran dan mengembalikannya setelah diisi. Selain itu, jika diperlukan laporan, admin harus memeriksa satu per satu data siswa yang terdaftar di buku agenda dan membuat laporan berdasarkan informasi tersebut. Untuk mengatasi kendala ini, diperlukan pengembangan sistem pendaftaran online di Sekolah MA Ibrahimy Secang. Sistem ini memungkinkan calon siswa untuk mendaftar secara langsung dan mendapatkan pengumuman tanpa harus datang ke sekolah untuk mengambil formulir. Pengembangan sistem ini menggunakan metode waterfall dan melibatkan penggunaan use case diagram, class diagram, serta activity diagram dalam pemodelan sistem. Hasil dari penelitian ini adalah sebuah aplikasi pendaftaran dan pendataan online.
Rancang Bangun E-Commerce Berbasis Website (Study Kasus TB. Pilar Mas Kec. Wongsorejo) Kholiq, Nur; Baijuri, Achmad; Santoso, Firman
Computer Science and Information Technology Vol 5 No 1 (2024): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v5i1.6803

Abstract

A building shop is a business that provides various kinds of materials, equipment and supplies used in construction, renovation, repair and maintenance of buildings. Pilar Mas building shop is a building shop that sells various material products. The transaction system carried out by the Pilar Mas building shop is still traditional. With this method, the transaction process takes quite a lot of time and energy. By building this e_commerce system, it aims to save time and make it easier for workers to carry out transactions. The methodology used in building this e_commerce system is SDLC with a waterfall model because it has structured and systematic stages starting from analysis, design, code creation, testing and maintenance. The result of building this e_commerce system is that it is a medium that makes things easier for sellers and buyers
Website Based Student Violation Information System in Man Karangasem with WhatsApp Notifications Auril Nisa, Zelica; Baijuri, Achmad; Azise, Nur
Computer Science and Information Technology Vol 5 No 2 (2024): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v5i2.7457

Abstract

The use of information technology is important to education throughout the world, encouraging schools to embrace technological advances. At MAN Karangasem, violations committed by students are still processed manually, resulting in delays in reporting and communication with parents. As part of this investigation, a system was developed to track student misconduct online. The system uses WhatsApp notifications for effective management and reporting. The development follows the Software Development Life Cycle (SDLC) through investigation, observation, interviews and documentation, using a waterfall methodology. This system has proven effective in helping students enter data, search for information, and report violations with a high level of accuracy. WhatsApp notifications speed up notifications to parents and improve communication between schools and parents. This system is expected to be able to overcome existing obstacles in dealing with student violations at MAN Karangasem schools. However, implementation of these systems requires ongoing evaluation to ensure long-term effectiveness and reliability.Suggestions for further research include conducting a comprehensive study of the impact of this system on improving student discipline, school management efficiency, and school-parent relationships.The use of information technology in schools not only changes the way students deal with bad behavior, but also strengthens the relationship between the school and the entire educational community. By using the right technology, MAN Karangasem and other schools can optimize the use of resources and strengthen their commitment to inclusive and results-oriented education.
PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN QUIZIZZ TERHADAP HASIL BELAJAR MAHASISWA MATA KULIAH ANALISA DAN DESAIN SISTEM INFORMASI Yuliana, Dyan; Baijuri, Achmad; Suparto, Arico Ayani; Seituni, Siti; Selvianda, Niken Pundri
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 8, No 1 (2024)
Publisher : UIN Ar-Raniry

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/cj.v8i1.23630

Abstract

The development of Information and Communication Technology is currently growing very rapidly, this is proven by the emergence of sophisticated technological equipment that has changed human lifestyles today. As educators, of course we must be able to adapt the way we educate them according to the current lifestyle in the digital era in order to prepare them to face challenges in the future. Educators are required to make innovations in the learning process. To support the needs needed to implement active learning in the classroom, there needs to be media that can support the implementation of learning optimally to stimulate effective communication skills through active learning that integrates information and communication technology. One of the learning media that is widely used today is Quizizz, which is an educational game application that can support the learning process significantly for measuring or assessing the learning process. Presenting questions in game form can attract students' interest, so that they will be more enthusiastic in working on the questions given. This research uses a quantitative research approach with a pre-experimental design type with a one group pretest posttest design research form. Decision making through hypothesis testing using the SPSS version 29 application. The hypothesis testing technique uses the paired sample t-test and simple linear regression test. The results obtained from the paired sample t-test in SPSS version 29 are known as the sig value. (2-tailed) of 0.001. In accordance with the basis for decision making in the paired sample T-test that the sig. (2-tailed) < 0.05 or 0.001 < 0.05, then H0 is rejected and Ha is accepted, meaning that there is a significant difference between the pretest and posttest results with an influence level of 0.144 or 14.4% so it can be concluded that there is an influence of use Quizizz learning media on the learning outcomes of fifth semester students in the Information Systems Analysis and Design course at STKIP PGRI Situbondo.
Sistem Informasi Presensi dan Penggajian Menggunakan Geolokasi Berbasis Web di Madrasah Tsanawiyah Al-Furqon Curahdami Zahroh, Siti; Homaidi, Ahmad; Baijuri, Achmad
Jurnal Aplikasi Teknologi Informasi dan Manajemen (JATIM) Vol 5 No 1 (2024): Jurnal Aplikasi Teknologi Informasi dan Manajemen (JATIM) April 2024
Publisher : Fakultas Teknik Universitas Islam Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31102/jatim.v5i1.2601

Abstract

Presensi adalah alat untuk mencatat jam kerja pegawai termasuk jam lembur. Presensi sangat berdampak besar terhadap kelancaran pelaksanaan tugas pegawai dan juga dapat mengefektifkan waktu yang dibutuhkan untuk memproses kehadiran pegawai. Presensi sangat berpengaruh terhadap gaji yang akan didapatkannya, sehingga semakin baik presensi pegawai akan semakin besar nominal gaji yang akan di dapatkannya. Proses presensi dan penggajian yang ada di MTs Al-Furqon saat ini dilaksanakan secara semi terkomputerisasi, yakni dalam proses absensi guru dilakukan dengan pencatatan manual pada buku presensi yang dilaksanakan setiap masuk dan pulang madrasah. Kemudian data tersebut akan direkap setiap akhir bulan guna kepentingan penggajian. Proses penggajian dilaksanakan menggunakan microsoft excel, dengan menghitung jumlah kehadiran dengan gaji pokok, gaji lembur dan tunjangan guru. Proses ini berimbas pada ketepatan dan kecepatan layanan yang diberikan kepada guru. Tujuan dibangunnya sistem ini untuk memberikan kemudahan kepada petugas yang terkakait dengan presensi dan penggajian, sehingga proses presensi dan penggajian lebih cepat dan akurat. Penggunaan geolokasi diharapkan dapat mengurangi terjadinya kecurangan saat melakukan presensi dan meminimaslisir adanya keterlamabatan kehadirian guru ke madrasah, sistem ini dilengkapi dengan fitur upload foto sebagai tanda bukti presensi. Perancangan sistem ini menggunakan metode waterfall. Hasil pengujian sistem menunjukkan fitur yang tersedia sudah sesuai dengan kebutuhan yang ada di madrasah.
Prototype Penghitung Pengunjung Otomatis Pada Klinik Idaman As’adiyah Berbasis Arduino Uno dan Sensor PIR Miftawan Cahya, Facthur; Baijuri, Achmad; Sunardi
G-Tech: Jurnal Teknologi Terapan Vol 8 No 3 (2024): G-Tech, Vol. 8 No. 3 Juli 2024
Publisher : Universitas Islam Raden Rahmat, Malang

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

Abstract

Efficient visitor management is a crucial aspect of clinic operations. However, most clinics still rely on manual methods for recording visitors, which are prone to errors and inefficiencies. This research was conducted at an ideal clinic, As'adiyah Clinic, located in the Situbondo regency, Banyuputih district. In this clinic, when visitors wish to visit a sick individual, they are required to manually input visitor data, presenting a problem especially when the clinic is overflowing with people, creating lines. To address this issue, we developed a prototype of an automatic visitor counter based on Arduino Uno and PIR sensor for As'adiyah Clinic in Situbondo. Developing a precise and effective monitoring system to count clinic visitors automatically is the goal of this research project.