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Perancangan Database Pada Sistem Asessmen Dan Pemetaan Hasil Asessmen Berbasis Tag Sebagai Pembantu Penyusunan Strategi Pembelajaran Apriliya Kurnianti; Angguningtyas Angguningtyas; Reza Giga Isnanda
Semesta Teknika Vol 20, No 2 (2017): NOVEMBER 2017
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/st.v20i2.3292

Abstract

The Assessment and Mapping System of Tag-Based Assessment Results is an online-based system that aims to assist teachers and students in recording and mapping the assessment results for college admission. Information from the recording and mapping is very useful in helping the preparation of learning strategies and strategies to face the next exam. To support this assessment system required a database design. In the design of the database, the design is divided into 4 stages of Data Collection and Analysis, Conceptual Database Design, Logical database design, and Physical Database Design. The design of a conceptual database includes anyone involved in the system, what inputs are required, and what information (output) is desired from the database. While in logical database design, including the determination of Entities and attributes, determination of primary key, Entity Relationship Diagram (ERD). In the physical design, including ERD conversion to table form, normalization and implementation into the form of tables created on MS SQL Server. From the design of the database produces tables without anomalies, ie Eye, Student, Teacher, Testing, Problem, StandardValues, Tags, Groups, GrupMember, Member, EventUjian, Nilai, NomorSoal, PesertaUjian, Clipbooard, and OnGoingExam tables.
IMPLEMENTASI PEMBELAJARAN AL-QUR’AN MENGGUNAKAN FLIPPED LESSON DENGAN MENGEMBANGKAN WEBSITE LEARNING Titis Wisnu Wijaya; Reza Giga Isnanda; Nusaibah Nusaibah
Prosiding Seminar Nasional Program Pengabdian Masyarakat 2020: 11. Teknologi Informasi dalam Pemberdayaan Masyarakat
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (417.557 KB) | DOI: 10.18196/ppm.311.348

Abstract

Perkembangan teknologi informasi dan komunikasi sekarang ini memberikan kemudahan di setiap lini baik dalam Pendidikan non formal seperti Taman Pendidikan Al-Quran (TPA). Implementasi metode dan media pembelajaran yang inovatif menjadikan suasana belajar lebih efisien dan menarik. Seperti yang terjadi di TPA Al-Amin Dusun Turus, Nanggulan, Kulon Progo. Data menunjukan bahwa hanya ada dua pengajar rutin untuk mengajar 25 peserta dengan usia 5 hingga 15 tahun. Kesibukan pengajar dalam kesehariannya membuat proses pembelajaran tidak efektif dan tidak maksimal. Dalam kegiatan pengabidan masyarakat ini yaitu memunculkan ide untuk menerapkan metode flipped lesson atau biasa dikenal dengan flipped classroom atau flipped learning. Flipped lesson merupakan model pembelajaran yang membalik metode tradisional, dimana biasanya materi diberikan di kelas dan siswa mengerjakan tugas dirumah. Dalam flipped lesson, materi diberikan terlebih dahulu melalui video pembelajaran yang harus disaksikan dan dipelajari secara mandiri di rumah. Sebaliknyam sesi belajar tatap muka digunakan untuk diskusi kelompok, mengulas materi dan mengerjakan latihan. Tersedianya materi dalam bentuk audio visual memberikan kebebasan pada pengguna untuk mengulang materi kapan saja pada bagian yang belum dapat dipahami dengan baik. Hal ini sesuai dengan gaya belajar generasi Z yaitu visual, teknologi, inovasi, konkret, dan kritis. Oleh karena itu, metode ini sangat erat dengan penggunaan e-learning. Banyak platform free e-learning sources yang dapat digunakan seiring dengan metode flipped lesson. Menurut Technology Pedagogical Content Knowledge (TPACK), perlu adanya pemilihan penggunaan teknologi dalam mengimplementasikan strategi pembelajaran. Pengabdi mengembangkan sebuah website learning dengan konten yang disusun dan direkam oleh tim yang ahli dibidang programming dan qori. Implementasi program ini berjalan dengan baik dan tepat guna ditengah pandemi. Sebagai tolok ukur keberhasilan program, pengabdi memberikan kuesioner untuk menilai kenyamanan dan kelayakan metode dan media pembelajaran yang digunakan. Persentase sebesar 82% dari total sampel menilai bahwa implementasi pembelajaran Al-Quran menggunakan flipped lesson dengan mengembangkan website learning nyaman untuk digunakan dalam proses pembelajaran.
STRATEGI PEMASARAN PRODUK UMKM CATERING MELALUI MEDIA SOSIAL INSTAGRAM MENGGUNAKAN STRATEGI MARKETING MIX Apriliya Kurnianti; Reza Giga Isnanda; Inayah Mufidah
Prosiding Seminar Nasional Program Pengabdian Masyarakat 2021: 4. Kapasitas Daya Saing Usaha Mikro, Kecil, dan Menengah (UMKM) dan Badan Usaha Milik Desa( BU
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (650.994 KB) | DOI: 10.18196/ppm.44.603

Abstract

Instagram merupakan contoh nyata membuat pemasaran menjadi semakin manarik, semakin baik dan semakin praktis. Dengan bermodalkan pengetahuan dibidang digital dan paket data internet, masyarakat sudah bisa mengakses dan juga memasarkan barang dagangan nya disana. Instagram sangat baik digunakan karena mengandalkan gambar sebagai daya tarik utama, dilengkapi dengan fasilitas menulis komentar dan juga pesan langsung. Hal ini yang akan dimanfaatkan oleh Win catering untuk mempromosikan usaha nya. Win catering merupakan salah satu usaha catering yang berada di dusun Kalisono, desa tuksono, kecamatan Sentolo, kabupaten Kulon Progo. Namun, Semenjak terjadi pandemi COVID-19, angka penjualan catering menurun. Beberapa sumber pemasukan seperti pesanan acara atau catering banyak dibatalkan. Alasan lainnya ialah, kurang strategisnya lokasi usaha Win catering yang hanya dapat dijangkau dan diketahui oleh penduduk sekitar sehingga sulit untuk dikenali oleh masyarakat luas. Selain itu, kurangnya promosi yang meluas juga menjadi salah satu permasalahan yang dihadapi oleh Win catering. Pembahasan menggunakan Pemasaran atau Marketing Mix menunjukan hasil yang positif dalam penggunaan Instagram untuk pemasaran produk. Metode yang digunakan pada pengabdian ini adalah pengumpulan data secara primer melalui wawancara bersama pemilik usaha, melakukan observasi dengan mengunjungi lokasi mitra dan pengumpulan data secara sekunder. Selain itu juga dilakukan pelatihan terhadap pemilik catering tentng cara menggunakan media sosial yang baik dan benar. Hasil dari pengabdian berupa logo yang diaplikasikan pada berbagai media dan juga media sosial untuk membantu meningkatkan penjualan.
Designing a Fun English Vocabulary Card Application as a Means of Learning English Vocabulary for Elementary School Students Haris Setyawan; Radityo Anindito Arighi; Reza Giga Isnanda
Emerging Information Science and Technology Vol 1, No 3: August 2020
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (622.81 KB) | DOI: 10.18196/eist.v1i3.13173

Abstract

English has been globally used for communication and studied by almost all countries. Therefore, understanding and being able to communicate in English is crucial. A lot of English learning is currently delivered using the lecture method, but there is no medium for learning English vocabulary in an application. This study aims to create a Fun English Vocabulary Card game to improve children’s English vocabulary. To design the learning model, the design of use case and activity diagrams was utilized. Based on the pre-test and post-test results, this game significantly increased children’s English vocabulary. The average pre-test score was 43.625, and the average post-test score was 95, which indicates that the educational game application could improve users’ knowledge and understanding of English vocabulary.
Android-based Dental Anatomy Learning Application Using Mayer’s Multimedia Learning Principles Deka Desilawati; Haris Setyawan; Reza Giga Isnanda
Emerging Information Science and Technology Vol 1, No 2: May 2020
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (456.235 KB) | DOI: 10.18196/eist.1210

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Anatomy learning methods are still dominated by using books, in which the material is presented in pictures and writings. The anatomy learning method using books is carried out by redrawing parts and memorizing the location and its terms. Thus, students have difficulties when they forget and want to find terms on the anatomy because it is uneasy and takes a long time. This research aims to create a system to study anatomy, especially dental anatomy, through an android-based application, and provide ease of anatomy of tooth learning using Mayer’s principle of multimedia learning on application. Based on system testing and user testing results, this application can be used as a medium of information and learning about tooth anatomy. It is evidenced by black-box testing and questionnaire results. 
The Development of Serious Game to Teach the Concept of Dunya and Akhirah to Young Muslims Haris Setyawan; Reza Giga Isnanda; Elvan Diano; Muhammad Fadlun Subarkah
Emerging Information Science and Technology Vol 1, No 1: February 2020
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (576.501 KB) | DOI: 10.18196/eist.112

Abstract

Nowadays, young Muslims are so busy with their needs in Dunya (this World) that they overlook the importance of preparing for life in Akhirah (the Hereafter). Afterall, one of the teaching in Islam is to prioritize the Akhirah than the Dunya. Because of the lack of awareness, many young Muslims neglect their religious duties such as Sholat or reciting al-Qur’an. To help introduce, teach, and remind them the concept of balancing life in Dunya and Akhirah, a solution that can pique their interest is a necessity. Therefore, this paper explain the development process of serious game to teach the concept of Dunya and Akhirah. The game implements the main mission and hidden mission that resemble Dunya and Akhirah responsibility respectively. The game’s effectivity was then evaluated with pre-test and post-test method. The result suggested that the game can increase the player’s knowledge in Dua and awareness in Dunya and Akhirah. This shows the potential of the game as learning media.
The Development of Find The Object Game Application as The Media of English Vocabulary Learning for Second and Third Grades of Elementary School Haris Setyawan; Bhaskara Satrya Priwandhana; Reza Giga Isnanda
Emerging Information Science and Technology Vol 1, No 2: May 2020
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (489.042 KB) | DOI: 10.18196/eist.126

Abstract

English is the language of international communication, which is why most countries in the world learn it. Therefore, we need to understand and be capable of communicating in English. Today’s English learning is mostly delivered by a lecture method. Moreover, there is no English vocabulary learning media in the form of application. Therefore, this research aims to develop a game application called “Find the Object” to help elementary school students learn English vocabulary by making the learning process more fun and interesting. The pre-test, post-test, and poll results revealed that this game significantly succeeded in increasing the English vocabulary of elementary school students. It was proven through the values of tests tending to increase after playing this game, and students felt more interested in learning English vocabulary.
The Development of 3D Survival Simulation Game for Identifying Safe Food and Water in Borneo Forest Yuda Fatah Kurniawan; Reza Giga Isnanda; Asroni Asroni
Emerging Information Science and Technology Vol 1, No 1: February 2020
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (551.704 KB) | DOI: 10.18196/eist.111

Abstract

For adventures who like to explore the forest with diverse type of flora, such as Borneo forest, being lost and have limited supply of food and water become one of the biggest threats for survival. Therefore, it is important to know how to identify food and water that is safe for consumption. Unfortunately, the learning media for survival skills are still heavy on verbal approach, so there is a need for a more practical and visual learning media. To overcome the problem, this research was aimed to develop a survival simulation game that teach the player how to identify safe food and water in Borneo forest. The game was developed in six steps based on Luther’s steps of authoring multimedia. At the end of the development process, the feasibility of the game as learning media is tested using pre-test and post-test method. Statistical analysis using paired t-test showed that the post-test result (M=77.33, SD=5.37) was significantly higher than the pre-test result (M=56.67, SD=8.24) ); t(29)=18.49, p 0.001. This indicates that the game is feasible in teaching the knowledge to the player. In the future, this game can be an alternative and practical solution for teaching survival skill.
The Development of Game App 'Find the Object' to Improve English Vocabulary Mastery Titis Wisnu Wijaya; Reza Giga Isnanda; Bhaskara Satrya Priwadhana
Emerging Information Science and Technology Vol 1, No 4: November 2020
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/eist.v1i4.16594

Abstract

English is a communication international language with more than 50 countries using it as their primary language. Therefore, understanding and ability to communicate in English is needed. During this time, the method of learning English is mostly delivered using the Teacher Centered Learning (TCL) method and there are still a few English vocabulary learning media in the form of applications used in the learning process in the classroom. The purpose of this study was to create a game called Find the Object to help students, especially the elementary school level, to learn English vocabulary to make it more interesting. There is a pre-test and post-test to conclude whether this game significantly managed to improve the mastery of English vocabulary. This needs to be proven through observing the value of the pre-test and post-test
Wegrow : Platform Pendidikan Berbasis Website Dalam Mendukung Penyetaraan Akses Pendidikan Bagi Perempuan Apriliya Kurnianti; Reza Giga Isnanda; Yoga Adhi Prasetya
Prosiding Seminar Nasional Program Pengabdian Masyarakat 2022: 4. Kapasitas Daya Saing Usaha Mikro, Kecil, dan Menengah (UMKM) dan Badan Usaha Milik Desa (BU
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/ppm.54.960

Abstract

Berdasarkan data Badan Pusat Statistik, indeks ketimpangan gender pada tahun 2019 adalah 0,421 persen. Terdapat jutaan artikel dan modul pembelajaran yang dapat di akses melalui internet, namun tidak semua perempuan dapat memilah dan menggunakan kesempatan tersebut dengan baik. Akses pendidikan yang banyak, namun belum tersegmentasi khusus bagi perempuan yang kurang fasih dalam literasi digital, maka hal ini menjadi cukup sulit. Akses pendidikan bagi perempuan masih dianggap biasa. Stigma yang berkembang di masyarakat bahwa perempuan tidak harus memiliki pendidikan tinggi dan proses belajarnya berhenti ketika sudah menikah atau berhenti sekolah. Perempuan merupakan salah satu elemen masyarakat yang memiliki peran dan fungsinya. Perempuan sebagai mitra sejajar laki-laki harus bisa mengoptimalkan peran strategisnya dalam sebuah pembangunan. Namun untuk mencapai itu, perempuan masih dihadapkan dengan berbagai permasalahan yang beragam terlebih dalam lingkup gender [1]. Dengan adanya WeGrow, platfrom bidang teknologi dan pendidikan berbasis website diharapkan dapat menjadi pusat pembelajaran bagi perempuan yang bisa disesuaikan dengan filterisasi usia dan status sehingga pengguna nantinya bisa mendapatkan info dan pembelajaran yang sesuai dengan keinginannya. Fungsi utama platform WeGrow adalah sebagai pusat informasi dan ilmu (learn) yang menjadi jembatan antara perempuan dan ahli terkait (bridge). metode yang digunakan dalam pengabdian meliputi : 1). Identifikasi masalah, 2). Tahap pelaksanaan, 3). Evaluasi