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Digital Education Game for TK-A Level Students Using Multimedia Development Life Cycle Method Ivan Benawan; Dinar Mutiara Kusumo Nugraheni; Beta Noranita; Guruh Aryotejo
INTENSIF: Jurnal Ilmiah Penelitian dan Penerapan Teknologi Sistem Informasi Vol 7 No 1 (2023): February 2023
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/intensif.v7i1.18671

Abstract

COVID-19 pandemic has changed human life. One of the impacted sectors is education. Ministry of Education urges students to implement distance learning. No exception with early childhood education or Pendidikan Anak Usia Dini (PAUD). Although distance learning has been widely implemented, PAUD sector has the lowest online learning implementation in Indonesia with 13.2% of total 98.4% of PAUD students implementing distance learning, whereas early age is considered capable of gaining an understanding of digital technology and equipment. One possible step in conducting digital learning in PAUD is through a digital educational game, because game is an important element in PAUD. In this study, a digital educational game was developed for TK-A level students using Scratch 3 with multimedia development life cycle method. After development, the game goes through two stages of testing. Alpha testing in the form of black box testing, and beta testing in the form of usability testing with 94,39% result, confidence testing with 97,8% result, and summative evaluation with 90% result on TK-A students, as well as interviews with PAUD teachers. The test results indicate that the game has been successfully developed and is feasible to be played by TK-A students.
Pembelajaran Digital Menggunakan Google Classroom Bagi Guru PAUD Dabin I Semarang Guruh Aryotejo; Eko Adi Sarwoko; Dinar Mutiara Kusumo Nugraheni; Edy Suharto; Rismiyati Rismiyati
JPKMI (Jurnal Pengabdian Kepada Masyarakat Indonesia) Vol 4, No 2: Mei (2023)
Publisher : ICSE (Institute of Computer Science and Engineering)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36596/jpkmi.v4i2.584

Abstract

Abstrak: Pandemi Covid-19 saat ini sedang berlangsung di seluruh dunia termasuk di Indonesia. Pendidikan melalui daring atau online di Indonesia, dari PAUD sampai perguruan tinggi, sudah mulai dilakukan pada Bulan Maret 2020. PAUD di Kota Semarang saat ini berkembang dengan cepat dari berbagai skala. Implementasi Teknologi Informasi di bidang pendidikan melalui daring adalah dengan menggunakan media sosial atau Learning Management System (LMS). Whatsapp adalah salah satu media sosial yang sering digunakan dalam pendidikan melalui daring. Penggunaan Whatsapp memunculkan beberapa masalah seperti file tugas tidak bisa diunduh oleh orang tua, terhapus secara tidak sengaja dari gadget guru dan ukuran file yang terlalu besar untuk gadget orang tua/siswa. Pengabdian kepada masyarakat ini akan dilakukan penyuluhan kepada guru PAUD DABIN I tentang penggunaan Google Classroom sebagai LMS untuk menciptakan proses pembelajaran luring yang tidak monoton dan mengurangi permasalahan-permasalahan yang ada selama menggunakan aplikasi Whatsapp.Abstract: The Covid-19 pandemic is currently taking place all over the world, including Indonesia. Education through online or online in Indonesia, from PAUD to tertiary institutions, has begun in March 2020. PAUD in Semarang City is currently growing rapidly from various scales. The implementation of Information Technology in the field of education through online is by using social media or the Learning Management System. Whatsapp is one of the social media that is often used in online education. The use of Whatsapp raises several problems such as the assignment file cannot be downloaded by the parents, accidentally deleted from the teacher's gadget and the file size is too large for the parent/student gadget. Community service at this time will be counseling to PAUD DABIN I teachers about using Google Classroom as an LMS to create an offline learning process that is not monotonous and reduces the problems that exist while using the Whatsapp application.
Analisis Kebutuhan Sumber Daya Audit Sistem Informasi Menggunakan COBIT 2019 pada PT. XYZ Doni Wiryadinata; Aziz Jihadian Barid; Dinar Mutiara Kusumo Nugraheni
Jurnal Teknologi Sistem Informasi dan Aplikasi Vol. 6 No. 3 (2023): Jurnal Teknologi Sistem Informasi dan Aplikasi
Publisher : Program Studi Teknik Informatika Universitas Pamulang

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

Abstract

An Information Systems Audit using the COBIT 2019 framework identifies 40 governance and management objectives that must be analyzed, to find gaps in the relative importance of information systems governance based on the COBIT 2019 principles. The large scope of the audit scope, can result in a less focused audit process , protracted, as well as audit financing that is not effective and efficient. Therefore, a method is needed in a quantitative approach to determine the priority scale in each process in order to produce an effective and efficient audit. In determining the priority scale in this study, it is done by analyzing the time, number of personnel and costs needed to complete the audit work. Analysis of audit time requirements is carried out by estimating the number of effective working hours (6.5 hours/day) and the number of days needed to evaluate processes, organizational structure and matters related to the organization's business process flow; analysis of personnel needs is carried out by adjusting the level of complexity of audit problems with the competence of the auditor; while the cost analysis is done by estimating the cost standard with the number of days needed. From the results of this analysis, the time required to complete the audit at PT. XYZ, namely for 10 working days, with the need for auditor personnel as many as 10 people, and the cost of personnel needs of IDR111.500.000,00.
Assessing actual usage and satisfaction factors of Microsoft Teams in online learning Dewi Arianti Wulandari; Tri Retnaningsih Soeprobowati; Dinar Mutiara Kusumo Nugraheni
Indonesian Journal of Electrical Engineering and Computer Science Vol 34, No 2: May 2024
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v34.i2.pp991-1001

Abstract

This study examines the factors influencing students’ online learning using Microsoft Teams at the PLN Institute of Technology. Using primary data from 301 students, the study found that the use of Microsoft Teams improved student achievement and learning performance during the pandemic. The structural equation model (SEM) method tested the model with low validity, with all variables having an AVE value more than 0.5 and higher than the cross-loading factor valid, the outer model analysis demonstrated good convergent validity. Dependability and trustworthiness were shown by the composite reliability rating, which was over 0.70. Both perceived usefulness (PU) and perceived ease of use (PEOU) were shown to have a strong correlation, and the inner model analysis revealed positive path coefficient values without any weak variables. These results supported by hypothesis testing imply that lecturers can modify their curricula to enhance student performance in the event of a pandemic. There was shown to exist a strong relationship between the perceived ease of use and perceived usefulness.