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Implementasi Metode Autentikasi One Time Password (Otpa) Bebasis Mobile Token Pada Aplikasi Ujian Online (Studi Kasus : Jurusan Matematika Fmipa Unila) Firdaus, Rangga
Prosiding SNATIKA Vol 01 (2011) Vol 1
Publisher : Prosiding SNATIKA Vol 01 (2011)

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

Abstract

Keamanan menjadi salah satu aspek penting yang harus diperhatikan dalam sistem informasi ujian online. Saat memulai ujian, setiap user harus melakukan proses login dengan memasukkan password. Namun yang selama ini diterapkan adalah penggunaan password yang sama (password statis). Hal itu dapat menyebabkan password tersebut menjadi rentan terhadap sniffer jaringan melakukan pembajakan informasi autentikasi. Metode autentikasi one time password (OTPA) dibuat untuk mengatasi masalah tersebut. Prinsip dari OTPA adalah setelah suatu password dipakai, maka password yang sama tidak dapat dipakai untuk yang kedua kalinya. One time password yang dihasilkan selalu berubah-ubah setiap kali dibangkitkan sehingga menjadi lebih sulit untuk membajak sesi autentiksi pada setiap waktu. Pada penelitian ini akan dibangun aplikasi Mobile Token menggunakan bahasa pemrograman J2ME dan akan dikembangkan aplikasi ujian online Jurusan Matematika FMIPA Universitas Lampung dengan memodifikasi modul autentikasinya. Aplikasi Mobile Token digunakan untuk membangkitkan PIN login dan PIN ujian yang digunakan pada proses autentikasi aplikasi ujian online. Sehingga pada hasilnya penelitian ini diharapkan dapat memperkecil bahkan kalau bisa meniadakan kemungkinan untuk akses ilegal ketika melakukan proses ujian online.   Kata kunci: Metode Autentikasi, OTPA, Mobile Token  
Pengembangan Media Video Animasi Berbasis Powtoon untuk Meningkatkan Critical Thinking Peserta Didik Sekolah Dasar Wulandari, Dewi Sri Rizki; Firdaus, Rangga; Yunarti, Tina; Nurhanurawati, Nurhanurawati
Mitra PGMI: Jurnal Kependidikan MI Vol. 10 No. 2 (2024): Mitra PGMI: Jurnal Kependidikan MI
Publisher : Program Studi PGMI STAI Auliaurrasyidin Tembilahan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46963/mpgmi.v10i2.1817

Abstract

This research aims to develop Powtoon-based animation videos to improve students' critical thinking. The research method uses ADDIE which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The research sample was class IV A as the experimental class and IV B as the control class. The results of the study include the feasibility, practicality, and effectiveness of the product. The feasibility of the product is considered valid based on the validation results, with an average Aiken index of 0.808 for material, 0.958 for language, and 0.608 for media. The practicality of the product was seen from the responses of educators (90%) and students (89%), both of which were interpreted as very practical. The effectiveness of the product was measured through a comparison of the improvement of critical thinking skills between the experimental and control classes. The results show that the experimental class has an effect size value of 0.798, which is interpreted as high. This proves that the use of Powtoon-based animated videos significantly improves critical thinking skills compared to those who do not use the product.
Pengembangan Media Pembelajaran Komik Matematika Berbantu QR-Code untuk Meningkatkan Kemampuan Pemecahan Masalah Matematis Siswa Materi Bangun Ruang Rahmi, Vianazir Juwita; Firdaus, Rangga; Yunarti, Tina; Herpratiwi, Herpratiwi
Al-Madrasah: Jurnal Ilmiah Pendidikan Madrasah Ibtidaiyah Al-Madrasah Vol. 8, No. 3 (Juli 2024)
Publisher : Sekolah Tinggi Ilmu Al-Qur'an (SIQ) Amuntai Kalimantan Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35931/am.v8i3.3724

Abstract

Penelitian ini bertujuan untuk mengembangkan Media Pembelajaran Komik Matematika berbantuan QR-Code yang layak (valid, praktis dan efektif) dengan tujuan untuk meningkatkan kemampuan pemecahan masalah matematis peserta didik Sekolah Dasar. Penelitian pengembangan ini menggunakan desain ADDIE. Populasi pada penelitian ini adalah Sekolah Dasar di SD Negeri 2 Pasuruan Lampung Selatan. Sampel penelitian ini adalah Peserta Didik Kelas V. Teknik pengumpulan data pada penelitian ini ada 2 yaitu teknik tes dan nontes. Kevalidan pengembangan Media Pembelajaran Komik Matematika berbantuan QR-Code berdasarkan penilaian dari 4 ahli yang memperoleh kategori sangat baik. Kepraktisan pengembangan Media Pembelajaran Komik Matematika berbantuan QR-Code berdasarkan tanggapan pendidik dan peserta didik memperoleh kategori sangat baik. Keefektifan pengembangan untuk meningkatkan kemampuan pemecahan masalah matematis menggunakan uji effect size memperoleh skor Cohen’s d 0,99 dengan kategori Tinggi. Berdasarkan hasil analisis Media Pembelajaran Komik Matematika berbantuan QR-Code yang dikembangkan valid, praktis dan efektif untuk meningkatkan kemampuan pemecahan masalah matematis peserta didik sekolah dasar.
Educational Games in English Learning Class X Students Department of Electrical Engineering SMK Negeri Sukoharjo Hadiyastama, Muhammad Fu'ad; Yulianti, Tien; Firdaus, Rangga
JURNAL PAJAR (Pendidikan dan Pengajaran) Vol 8, No 2 (2024)
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v8i2.9849

Abstract

The aim of this research is to utilize educational game learning media to help students have competence in English. Understanding English allows individuals to communicate with people from various backgrounds and cultures. 21st century skills are an integration of knowledge skills and attitudes as well as mastery of ICT development through; critical thinking skills and problem solving skills, communication skills, creativity and innovation skills, and collaboration skills. Through this method students are invited to actively participate in the learning process and train their ability to think critically. The results of the implementation of the use of educational game learning media are expected to be able to develop students' competence in English so that students are able to compete in the world of work. This research stage refers to the six steps in developing the ASSURE model. Analyze learners, State Objectives, Select Methods, Media, and Materials, Utilize Media and Materials, Learner Participation, Evaluate and Revise. Grades are divided into three categories A (Very Good), B (Good), and C (Poor). Educational games are an alternative learning media that can help students have competence in learning English.
Pelatihan Pembuatan Lembar Kerja Peserta Didik (LKPD) untuk Guru SMP di Kota Bandar Lampung herpratiwi; Yulianti, Dwi; Nurwahidin, Muhammad; Riswandi; Firdaus, Rangga; Pradini, Susanthi; Handoko; Sugiyanto
Jurnal Pengabdian Masyarakat Ilmu Pendidikan Vol. 2 No. 2 (2023): November 2023
Publisher : Jurusan Ilmu Pendidikan - Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpmip.v2i2.209

Abstract

Teachers in learning have not used LKPD which they designed themselves correctly. Meanwhile, the demands of the curriculum require the teacher to be only one source of learning, because the teacher acts as a facilitator. This service will help overcome the problem of low professional and pedagogic competence of junior high school teachers, especially in designing and using worksheets as learning resources in learning. The method used is training with discussion techniques, question and answer, simulations, and assignments. The training subjects were 25 junior high school teachers in Bandar Lampung City. The instruments used were observation, tests and structured interviews. The success of the service was analyzed descriptively by percentage. After the training, there was a good increase in 1) the training process went well and enthusiastically, (2) there was an increase in the knowledge and skills aspects of breastfeeding LKPD. The results of the pre-test conducted before the training for all indicators of knowledge and skills were in the pretty good category. The results of the post test, there is only 1 indicator in the good category, namely the LKPD concept, and other indicators are in the very good category. For the skill aspect, there is 1 indicator in the good category, namely drawing arrangement, and the other indicators are in the very good category.
Pengembangan Lembar Kerja Peserta Didik Digital Berbasis Discovery Learning untuk Meningkatkan Kemampuan Berpikir Kreatif Peserta Didik Kelas V SD Kholifah, Nur; Yulianti, Dwi; Firdaus, Rangga; Rohman, Fatkhur
Al Qalam: Jurnal Ilmiah Keagamaan dan Kemasyarakatan Vol. 18, No. 4 : Al Qalam (Juli 2024)
Publisher : Sekolah Tinggi Ilmu Al-Qur'an (STIQ) Amuntai Kalimantan Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35931/aq.v18i4.3614

Abstract

LKPD digital berbasis discovery learning merupakan alternatif untuk meningkatkan kemampuan berpikir kreatif peserta didik. Penelitian ini bertujuan untuk mengetahui kevalidan, kemudahan, kemenarikan, kebermanfaat, dan efektivitas LKPD digital berbasis discovery learning untuk meningkatkan kemampuan berpikir kreatif peserta didik di sekolah dasar. Penelitian ini merupakan jenis penelitian research and development (R&D), pengembangan dilakukan mengacu pada teori Borg & Gall. Populasi penelitian ini adalah peserta didik kelas V SD Negeri 1 Sumber Rejo. Subjek dalam penelitian ini 20 peserta didik. Alat pengumpulan data menggunakan instrumen tes yang valid dan reliabel. Hasil analisis data kevalidan menunjukkan LKPD digital berbasis discovery learning sangat valid  untuk digunakan. Teknik analisis data menggunakan N-Gain dengan hasil perhitungan 0,57. Berdasarkan penelitian tersebut dapat disimpulkan bahwa LKPD digital berbasis discovery learning yang dikembangkan valid dan efektif untuk meningkatkan kemampuan berpikir kreatif peserta didik sekolah dasar
Pengembangan Media Pembelajaran Interaktif Berbasis Web Berbantuan Articulate Storyline pada Materi Perakitan Komputer Wartariyus, Wartariyus; Sagala, Margaretha Karolina; Firdaus, Rangga; A.L.D, M Ferdiansyah
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 6, No 1 (2024): Jurnal Pendidikan Teknologi Informasi dan Vokasional (In Press)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/29873

Abstract

Penelitian ini menghasilkan produk berupa media pembelajaran interaktif berbasis web berbantuan Mengartikulasikan alur cerita pada materi Perakitan Komputer. Penelitian ini merupakan jenis penelitian Research and Development (R&D) yang mengadopsi model ADDIE, yang terdiri dari lima tahapan, yaitu Analysis (Analisis), Design (Desain), Development (Pengembangan), Implementation (Implementasi), dan Evaluation (Evaluasi). Penelitian ini dilakukan di SMK Negeri 2 Lahat, khususnya pada siswa kelas X jurusan Teknik Jaringan Komputer dan Telekomunikasi (TJKT). Teknik analisis data yang digunakan adalah evaluasi terhadap kevalidan dan kepraktisan produk melalui penggunaan angket yang dinilai oleh ahli media, ahli materi, siswa, dan guru. Hasil penelitian menunjukkan bahwa nilai kevalidan produk dari ahli media mencapai 3,68 dengan kategori sangat valid, sedangkan penilaian dari ahli materi mencapai 3,67 dengan kategori sangat valid. Uji coba kepraktisan produk, yang ditinjau dari respon siswa, menghasilkan nilai persentase sebesar 89,49% dengan kategori sangat praktis, sementara persepsi guru mencapai nilai persentase sebesar 93,92% dengan kategori sangat praktis juga. Berdasarkan hasil penelitian, dapat disimpulkan bahwa media pembelajaran interaktif ini dapat meningkatkan pemahaman dan keterampilan siswa pada materi Perakitan Komputer dengan lebih baik dan menarik.
PENDEKATAN STEM DALAM PEMBELAJARAN MATEMATIKA Yuliza, Nova; Firdaus, Rangga
JURNAL TEKNOLOGI PENDIDIKAN Vol 12 No 3 (2023): Jurnal Teknologi Pendidikan
Publisher : Prodi Teknologi Pendidikan Sekolah Pascasarjana Universitas Ibn Khaldun Bogor

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Abstract

Abstract: This research is a conceptual study of how to implement a STEM (science, technology, engineering, mathematics) approach to mathematics learning materials. This research explains the integration of these four scientific disciplines and increases understanding of mathematical concepts through contextual and applied approaches. This research discusses the use of STEM teaching methods and their impact on students' motivation and understanding of mathematics, as well as strategies for implementing STEM teaching methods in educational environments. The discussion will focus on analyzing the success of this approach in improving critical thinking skills, collaboration, and practical application of mathematical concepts. The aim of this research is to provide information to educators about the STEM approach in changing the mathematics learning paradigm towards one that is more situational, interactive and relevant to students' development needs in the era of technology and innovation. Keywords: mathematics learning, STEM approach
Development Study of Technology-Based Adaptive Learning Modules for Students with Special Needs Masruroh, Umi; Firdaus, Rangga; Fitriawan, Hely; Yulianti, Dwi
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 9, No 3 (2024): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v9i3.12250

Abstract

This research aims to examine the development of effective technology-based adaptive learning modules to support the learning of students with special needs in the context of inclusive education. Using the Systematic Literature Review (SLR) method, this study identifies, evaluates and interprets evidence from previous research related to the development of adaptive modules. The results show that educational technology, particularly adaptive learning modules, has an important role in improving access and quality of education for students with special needs. The results show that educational technology, particularly adaptive learning modules, has an important role in improving access to and quality of education for students with special needs. Adaptive modules allow for the customization of learning materials, methods and pace according to students' individual needs, which can improve their learning effectiveness and learning outcomes. This training can improve teachers' understanding of interventions for students with special needs and help them design adaptive learning services. It is hoped that the results of this study can make a significant contribution to the development of inclusive education in Indonesia and improve the quality of education for students with special needs through the use of adaptive technology
Development of Media Authoring Tools to Improve Learning Outcomes in Mathematics Class V Elementary School Purwanti, Eni; Firdaus, Rangga; Sutiarso, Sugeng; Herpratiwi, Herpratiwi
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 9, No 3 (2024): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v9i3.11701

Abstract

Education is an important aspect in the development of a nation, with the main goal of the Indonesian government to complete 9 years of Basic Education. One of the efforts to improve the quality of education is through the development of media authoring tools in learning mathematics in elementary schools. This research aims to create interactive learning media that can help grade V students understand mathematics concepts better. By using authoring tools, teachers can create interesting learning materials and make it easier for students to learn. The graduate competency standards set by the government are also a reference in the development of this media. It is expected that through the use of authoring tools, students' mathematics learning outcomes can improve significantly