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Augmented Reality Technology for Increasing the Understanding of Traffic Signs Nisaul Barokati Seliro Wangi; M. Hafidh Nashrullah
EDUTEC : Journal of Education And Technology Vol 3 No 1 (2019): September 2019
Publisher : STAI Miftahul Ula Nganjuk

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

Abstract

The problem in urban areas which has always been the topic of discussion is the discipline of city residents regarding traffic regulations that still need to be improved. Some commonly used methods to increase understanding of traffic signs have been carried out by related parties including counseling at school and as a condition for obtaining a SIM. But the method used has a less interactive and attractive appearance, and is not practical to carry anywhere. This study provides a solution to these problems by utilizing smartphones and augmented reality (AR) technology. Smartphone has now become one of the needs that can not be separated from human life, where almost everyone and even children can operate it. In addition, AR technology has also been widely used as a learning medium, one of which is as a medium for the introduction of traffic signs. Through the ability of AR in combining the real world and the virtual world at one time, the application of AR produced by this study was able to increase people's understanding of traffic signs by being more interactive, interesting and practical.
Mobile Application for Training of Foreign Students with Gamification Techniques and Speech Recognition Technology Nisaul Barokati Seliro Wangi; Madekhan Madekhan
EDUTEC : Journal of Education And Technology Vol 2 No 2 (2019): March 2019
Publisher : STAI Miftahul Ula Nganjuk

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29062/edu.v2i2.32

Abstract

The purpose of this research is to produce a mobile learning product that uses gamification techniques and valid speech recognition technology as a source of learning and is effective for training the pronunciation of foreign students. This type of research is a development research that uses the Lee & Owens model and is validated by 1 media expert, 1 material expert and 1 gamification learning design expert. The results of this study indicate that this application is valid and can be used for learning, students successfully complete the material, practice questions and reach the specified learning standards.
Entrepreneurship Courses on Gamification Strategies Nisaul Barokati Seliro Wangi; M. Hafidh Nashrullah
EDUTEC : Journal of Education And Technology Vol 2 No 1 (2018): September 2018
Publisher : STAI Miftahul Ula Nganjuk

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29062/edu.v2i1.38

Abstract

In the learning process, the gamification strategy plays an important role in determining the achievement of learning objectives. Learning objectives will be achieved if students are able to engage in active communication both with their peers, facilitators, and with other learning resources. Characteristics of entrepreneurship courses include understanding and appreciation of entrepreneurship, the role of entrepreneurial mental attitude for self-improvement and institutions with core entrepreneurial spirit and entrepreneurial mental attitude through the introduction of entrepreneurial characteristics, growing business interest and tips on successful entrepreneurs, making business plans and making business plans. The aim of entrepreneurship courses is to provide students with an understanding and appreciation of entrepreneurship that is increasingly felt important in the face of globalization. Gamification and entrepreneurship Having several links (1) gamification strategies can provide choices and control to students when making a plant business project, (2) gamification strategies can foster confidence in their ability to face and solve challenges, (3) gamification strategies provide material and key answers to entrepreneurship courses, (4) give appreciation for the additional learning taken, and (5) help students establish social interaction through leadership activities or other social interactions. This development research seeks to design a gamification strategy in entrepreneurship courses in the Indonesian Language and Literature Study Program, FKIP UNISDA Lamongan. The Gamification Strategy developed has four basic game components, namely the rules of gamification, feedback (leaderboards, prizes, and medals), goals, and challenges. This research includes the type of development research that uses the Lee and Owl model with the following stages, (1) analyzing needs, (2) pre-test and post-test analysis, (3) design, (4) development, (5) implementation, (6) evaluation. Results of developing a gamification strategy package (1) gamification strategy (2) Lecturer guidance (3) student guide (4) Entrepreneurship book.
Digital Era’s Education and Aplication in Higher Education Nisaul Barokati Seliro Wangi; M. Hafidh Nashrullah; Muh Barid Nizarudin Wajdi
EDUTEC : Journal of Education And Technology Vol 1 No 2 (2018): March 2018
Publisher : STAI Miftahul Ula Nganjuk

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Abstract

In the current digital era, education is in the age of knowledge (knowledge age) with the acceleration of an extraordinary increase in knowledge. The accelerated increase in knowledge is supported by the application of digital media and technology called information super highway. Education is becoming increasingly important to ensure students have learning skills, innovation, creativity, entrepreneurship as well as technology and information media skills and can work, and survive using life skills. 21st Century skills are (1) life and career skills, (2) learning and innovation skills, and (3) Information media and technology skills. These three skills are summarized in a scheme called rainbow 21st century knowledge skills / rainbow knowledge-skills rainbow. The scheme was adapted by the non-profit organization P21, which developed a 21st century educational framework throughout the world through the website www.p21.org based in the state of Tuscon, USA. Teacher professionalism improvement starts from individuals taking teacher training or equivalent to undergraduate education. At this stage, they are equipped with knowledge and skills in the fields of scientific substance and pedagogical substance. Teaching education must have a large portion in terms of pedagogical practice, which involves the ability to master the material, teaching, and technology. Higher education must now be able to facilitate all of these things and have the obligation to organize education in the direction needed.
Quality and Affordable Education through Quality Management Systems in Higher Education Muhammad Afif Hasbullah; Nisaul Barokati Selirowangi; Mohammad Syaiful Pradana; Buyun Khulel; Moh Hudi
EDUTEC : Journal of Education And Technology Vol 3 No 2 (2020): March 2020
Publisher : STAI Miftahul Ula Nganjuk

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29062/edu.v3i2.52

Abstract

The general goal of education is to develop Indonesian people completely in the sense that carried out education still maintain unity, diversity and develop individual’s ideals. Every citizen has the right to obtain education equally with excellence and a balance (equity) between the utilization (access) with achievement. The higher education system must be able to create a quality higher education that is also affordable by the people of Indonesia. A university leader must be in-line and lead a "quality revolution". All energy and attention are focused on the "quality revolution". For this reason, this paper will examine the Implementation of Higher Education Quality Management Systems. As a case study is that has implemented a Quality Management System. According to Law No. 12 of 2012 concerning Higher Education. Quality Higher Education is Higher Education that produces graduates who are able to actively develop their potential and produce Science and / or Technology that is useful for the Community, nation, and country. The government operates a higher education quality assurance system to get quality education. The Higher Education quality assurance system referred to consists of: a. internal quality assurance system developed by Higher Education; and b. external quality assurance system carried out through accreditation. Implementation of Quality Management Systems in Higher Education can produce Quality and Affordable Education.
Innovation Strategy on Online-Based Library Services to Achieve Freedom Learning Program during Covid 19 M. Afif Hasbullah; Nisaul Barokati Seliro Wangi
EDUTEC : Journal of Education And Technology Vol 4 No 4 (2021): June 2021
Publisher : STAI Miftahul Ula Nganjuk

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29062/edu.v4i4.280

Abstract

The Covid-19 pandemic has had a significant impact on the implementation of teaching and learning activities, especially libraries as critical factor in maintaining good education. The Covid-19 outbreak has impacted the availability of instructional resources, reading materials, literacy, and other information. To ensure successful implementation, libraries must constantly innovate services through the use of information technology advances, including developing e-digital library services, online libraries, and book delivery services, as well as developing big data and digital library applications that involve libraries throughout Indonesia. Even the world through the use of a system that is frequently found in digital e-commerce platforms.
PEMBELAJARAN MENULIS ESAI DENGAN PENDEKATAN KONTEKSTUAL DAN MEDIA VIDEO DI KELAS XI SMA DARUL ‘ULUM SUGIO Ummu Rosyidatul; Mustofa Mustofa; Nisaul Barokati Selirowangi
HUMANIS: Jurnal Ilmu-Ilmu Sosial dan Humaniora Vol 11 No 2 (2019): Juli
Publisher : LPPM UNISDA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/humanis.v11i2.2304

Abstract

This research aims to download have been described : (1) the activity of the students on learning to write essays with a contextual approach and video media, (2) the activity of the teacher in the learning of essay writing with the contextual approach and video media, (3) student learning completeness on learning to write a contextual approach to essay and video media, and (4) student response on learning to write essays with the contextual approach and media video in class XI SMA Darul Ulum Sugio. This type of research is research qualitative and quantitative test results through the application of approaches and learning media. The population of this research is the learners class XI SCIENCES 2 SMA Darul Ulum Sugio. This research data obtained through observation sheets students, teacher observation sheets, test write essays, and question form. The results showed that the application of the approach Contextual Teaching and Learning (CTL) and video media on learning writing essay very effectively applied. Ditinjau of the student activity categorized either by percentage of 87% or effective to apply, review of teacher's activity categorized either by percentage amounted to 93.75% or effective to apply, review of ketuntasan learning students categorized either by a percentage of 75% effective or to be applied, in terms of response students categorized very well with the percentage of 91.96% or effective to apply.
STRATEGI GAMIFIKASI PADA MATA KULIAH KEWIRAUSAHAAN PRODI PGMI UNISDA Nisaul Barokati Seliro Wangi
MIDA : Jurnal Pendidikan Dasar Islam Vol 2 No 2 (2019): July 2019
Publisher : Universitas Islam Darul 'Ulum Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (220.195 KB) | DOI: 10.52166/mida.v2i2.1572

Abstract

Abstrak Dalam proses pembelajaran, strategi gamifikasi berperan penting sebagai penentu tercapainya tujuan pembelajaran. Tujuan pembelajaran akan tercapai jika mahasiswa mampu melakukan komunikasi aktif baik dengan sejawatnya, fasilitator, maupun dengan sumber belajar yang lain. Karakteristik matakuliah kewirausahaan meliputi Pemahaman dan penghayatan tentang kewirausahaan, peranan sikap mental wirausahawan untuk kemajuan diri dan lembaga yang berintikan jiwa wirausaha dan sikap mental entreprenuer melalui pengenalan karakteristik wirausahawan, menumbuhkan minat usaha dan kiat-kiat wirausahawan sukses, pembuatan bisnis plan dan membuat perenanaan bisnis. Tujuan matakuliah kewirausahaan adalah memberikan pemahaman dan penghayatan kepada mahasiswa tentang kewirausahaan yang makin dirasa penting dalam menghadapi era globalisasi. Gamifikasi dan kewirausahaan Memiliki beberapa kaitan (1) strategi gamifikasi dapat memberikan pilihan dan kendali kepada para mahasiswa pada saat membuat proyek bisnis plant, (2) strategi gamifikasi dapat memupuk rasa percaya diri atas kemampuan mereka mengahadapi dan menyelesaikan tantangan, (3) strategi gamifikasi menyediakan materi dan kunci jawabannya pada mataakuliah kewirausahaan, (4) memberi penghargaan atas tambahan pembelajaran yang diambil, serta (5) membantu mahasiswa menjalin interaksi sosial melalui kegiatan kepemimpinan atau interaksi sosial lainnya. Penelitian pengembangan ini berupaya untuk merancang strategi gamifikasi pada matakuliah kewirausahaan pada Prodi Bahasa dan Sastra Indonesia, PGMI FAI UNISDA Lamongan. Strategi Gamifikasi yang dikembangkan memiliki empat dasar komponen permainan, yakni aturan gamifikasi, umpan balik (leaderboards, hadiah, dan medali), tujuan, dan tantangan.Penelitian ini termasuk jenis penelitian pengembangan yang menggunakan model lee dan owen dengan tahapan sebagaiberikut, (1) mengganalisis kebutuhan, (2) analisis pre test dan post tes ,(3) desain, (4) pengembangan, (5) implementasi, (6) evaluasi. Hasil pengembangan paket strategi gamifikasi (1) strategi gamifikasi(2) panduan Dosen(3) panduan mahasiswa(4) Buku kewirausahaan
LEGENDA SUMUR SUMBERGEDE, DESA SUMBERGEDE KECAMATAN KEPOHBARU, KABUPATEN BOJONEGORO (KAJIAN STRUKTUR NARATIF, NILAI BUDAYA DAN RESEPSI MASYARAKAT) Setia Sauma Ayu; Sariban Sariban; Nisaul Barokati Selirowangi
Hasta Wiyata Vol 3, No 1 (2020)
Publisher : University of Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (226.67 KB) | DOI: 10.21776/ub.hastawiyata.2020.003.01.04

Abstract

The purpose of this study is to describe the narrative structure, cultural values, and community reception of the Sumbergede Well Legend, Sumbergede Village, Kepohbaru District, Bojonegoro Regency. The method used in this research is descriptive qualitative method. This research data in the form of interviews obtained from informants selected by researchers. The data collection of this study used thetechnique to Observationobserve the research sites and resource persons who would be asked for interviews, recording techniques, text transcriptions, translation techniques, documentation techniques. The results of research conducted by researchers at the Sumbergede Well are a Legend Well that is trusted by the Sumbergede Village community as an effective place to fertilize plants and cure diseases. According to the elder of Sumbergede Village, named Mbah Guru Noerlan, a 73 year old man. According to the elder that this well is a well that is believed by the community as a place of Kramat.
PENGARUH PENGGUNAAN MEDIA INSTAGRAM MODEL QUANTUM TEACHING TERHADAP KEMAMPUAN MENULIS PUISI SISWA KELAS X SMK HASYIM ASY’ARI PUCUK LAMONGAN Mita Listiawati; Nisaul Barokati Selirowangi; Laila Tri Lestari
EDU-KATA Vol 5 No 1 (2019): Februari 2019
Publisher : Program Pascasarjana Universitas Islam Darul `Ulum Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (652.5 KB) | DOI: 10.52166/kata.v4i1.1633

Abstract

Penelitian ini bertujuan untuk mengetahui: (1) pengaruh media Instagram model Quantum Teaching ditinjau dari aktivitas siswa, (2) pengaruh media Instagram model Quantum Teaching ditinjau dari aktivitas guru, (3) pengaruh media Instagram model Quantum Teaching ditinjau dari ketuntasan belajar, dan (4) pengaruh media Instagram model Quantum Teaching ditinjau dari respon siswa kelas X SMK Hasyim Asy’ari Pucuk Lamongan. Jenis penelitian ini adalah penelitian kuantitatif melalui hasil uji coba eksperimen. Populasi penelitian ini adalah peserta didik kelas X MM SMK Hasyim Asy’ari Pucuk Lamongan sebagai kelompok pretes dan pascates. Data penelitian ini diperoleh melalui lembar observasi siswa, lembar observasi guru, tes soal esai, dan angket. Hasil penelitian menunjukkan bahwa presentase kemampuan menulis puisi siswa meningkat setelah mendapat perlakuan dengan menggunakan media Instagram model Quantum Teaching. Nilai rata-rata kelompok pretes yaitu sebesar 75,80 meningkat menjadi 85,80 dengan selisih sebesar 10%.