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Development of Web-Based Pascal Programming Multimedia at UPT SMK Negeri 2 Sidrap Ayu Anjeliani; Nurmayanti Lamanna; Muhammad Takdir
Edumaspul: Jurnal Pendidikan Vol 6 No 2 (2022): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (733.167 KB) | DOI: 10.33487/edumaspul.v6i2.4159

Abstract

This study aims to develop web-based Multimedia Pascal Programming in the basic programming subject of TKJ class X UPT SMK Negeri 2 Sidrap. This type of research is research and development (Research and Development / R&D) with a 4D development model that has been developed by Thiagarajan, Semmel and Semmel (1974) which includes the stages of Define, Design, Develop, and Disseminate. Data collection uses observation instruments, interviews, and questionnaires which are then analyzed descriptively quantitatively. The results showed that Pascal Programming multimedia met the valid criteria based on the assessment of media and material validation with an average value of 85.5%. Thus, it can be concluded that multimedia Pascal Programming is declared very suitable for use in limited face-to-face learning UPT SMK Negeri 2 Sidrap.
PENGARUH KECERDASAN EMOSIONAL DALAM PENGAMBILAN KEPUTUSAN (STUDI PADA LURAH PEREMPUAN DI KELURAHAN BANDAR BUAT KECAMATAN LUBUK KILANGAN KOTA PADANG) Muhammad Takdir; Riswanto Bakhtiar; Jusmita Weriza
UNES Law Review Vol. 5 No. 4 (2023): UNES LAW REVIEW (Juni 2023)
Publisher : LPPM Universitas Ekasakti Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31933/unesrev.v5i4.707

Abstract

Bandar built village is one of the villages located in the Lubuk Kilangan sub-district, Padang, West Sumatra, Indonesia. Bandar Create Village is also a Village with potential in agriculture, plantations, animal husbandry, and trade in Lubuk Kilangan District, Padang City, West Sumatra Province. Associative causal research methods quantitative techniques. Data collection techniques with questionnaires. The population in this study were all RT, RW in Bandar Create Village, Lubuk Kilangan District, Padang City. With a total of 61 samples that are representative of the existing population. Data analysis used descriptive analysis, classic assumption test, and hypothesis testing. The results showed that the influence on the emotional intelligence variable (X) with Decision Making (Y) was 0.245 or 24.5% while the remaining 20.2% was influenced by other factors not included in this study.
A Implementation of the National Health Insurance (JKN) Mobile Applicationin Sinjai Regency Mutmainna Ramadani, Ria; Muhammad Takdir; Muhammad Lutfi
Jurnal Ilmu Administrasi: Media Pengembangan Ilmu dan Praktek Administrasi Vol. 20 No. 2 (2023): December 2023
Publisher : Sekolah Tinggi Ilmu Administrasi Lembaga Administrasi Negara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31113/jia.v20i2.974

Abstract

This research discusses the implementation of the JKN Mobile application in Sinjai. Social security administering body (BPJS). The JKN Mobile application was launched by BPJS Health with the aim of providing maximum service to the community/participants. The aim of this research is to examine how the JKN Mobile application is implemented in providing health services in Sinjai Regency for the community/participants to use applications that facilitate online services. This research method uses a qualitative method with a case study approach with data collection techniques using literature studies and interviews. This research shows that the implementation of the JKN Mobile application in Sinjai Regency has not been optimal. There are several inhibiting factors in implementing the JKN Mobile application in Sinjai Regency, namely that the community is not fully aware of the use of the JKN Mobile application, as well as the lack of adequate facilities such as cellphones and networks. Therefore, it can be said that the implementation of the JKN Mobile application for the community/participants in Sinjai Regency has not gone completely well.
Analisa Tugas dan Fungsi Kepala Seksi Pemberdayaan Masyarakat dan Kesejahteraan Sosial Dalam Melayani Masyarakat Kelurahan Jati Baru Kota Padang Muhammad Takdir; Jusmita Weriza; Riswanto Bakhtiar; Doddie Arya Kusuma; Yolanda Olivia
Jurnal Administrasi Publik dan Pemerintahan Vol. 3 No. 1 (2024): SIMBOL : Jurnal Administrasi Publik dan Pemerintahan
Publisher : LPPM STISIP IMAM BONJOL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55850/simbol.v3i1.100

Abstract

The Head of Community Empowerment and Social Welfare plays a role in realizing Social Welfare Development, especially in enhancing economic development through community empowerment activities and social welfare. In this context, there are Community Social Workers (Pekerja Sosial Masyarakat) who function as partners for the Subdistrict to enhance development by empowering the community. This research aims to analyze the roles and functions of the Head of Community Empowerment and Social Welfare in community empowerment in Jati Baru Subdistrict, Padang City. The study also aims to identify hindering factors and efforts made by the Head of Community Empowerment and Social Welfare in the distribution of social assistance to the community. The research utilizes a qualitative descriptive method, employing data collection techniques such as interviews, documentation, and theoretical analysis. Based on the research findings, there are several obstacles in the distribution of social assistance in Jati Baru Subdistrict, such as administrative factors resulting in uneven distribution of social assistance, and limited human resources. The conclusion drawn from this research is that the roles and functions of the Head of Community Empowerment and Social Welfare in Jati Baru Subdistrict, Padang City, play a crucial role in identifying, assisting, and improving the welfare of the community. The fair and targeted distribution of assistance is essential to help those in need meet their basic needs. This study also suggests improving the quality of human resources to help reduce overlap in efforts to improve the well-being of the community
Effectiveness of using Scrapbook Media on Learning Outcomes of Fine Arts Students Class VIII SMP Negeri 2 Barant Maharani Putri Arum; Abd Kahar; Muhammad Takdir
International Journal of Sustainable Applied Sciences Vol. 2 No. 5 (2024): May 2024
Publisher : MultiTech Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59890/ijsas.v2i5.1939

Abstract

The Scrapbook media comes from the English " scrap " which means leftovers, scraps and " book " means book. According to (Zuraini & Nurhayati, 2021) which is packaged in book form by combining various pieces of images as well as explanations, it is hoped that it will attract attention to the use of scrapbook media on the results. studying fine arts students in class VIII SMP Negeri 2 Baranti. This research is quasi experimental with a one group pretest post test design . The population of this study was the entire class VIII of SMP Negeri 2 Baranti, totaling 76 people. The sample was determined using random sampling technique. The sample for this research was 27 students in class VIII.c, which was carried out using a test method in the form of multiple choices and questionnaires to measure student learning outcomes, both completeness in learning and punctuality in receiving material. The results of the research show that there is effectiveness in using scrapbook media on the learning outcomes of class VIII fine arts students at SMP Negeri 2 Baranti. This is shown from the results of the paired sample T-test pretest and posttest data on student learning outcomes. obtained a significance value . Based on the results of this research which have been analyzed, then it is obtained average value M x = 85 .00 > M y = 66.48. So it can be concluded that this research shows that there is effectiveness in using Scrapbook media on student learning outcomes.
Effectiveness use Interactive Media Applications Sparkol Videosribe on Results Study Social Sciences Student Class VII Junior High School Muhammadiyah Rappang Nur Fitriani Ilham; Abd. Kahar; Muhammad Takdir; Sam Hermansyah
International Journal of Sustainable Applied Sciences Vol. 2 No. 5 (2024): May 2024
Publisher : MultiTech Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59890/ijsas.v2i5.2028

Abstract

This influence research aims to determine the The aim of this research is to determine how effective the use of interactive media from the Sparkol Videoscribe application is on the social studies learning performance of students in Class VII SMP Muhammadiyah Rappang. For this research, a one group pretest-posttest and quasi-experimental design was used. This research involved 28 students from class VII.a Muhammadiyah Rappang Middle School. There are two data collection methods used to measure student learning outcomes, namely learning completeness and timeliness in obtaining material. The research results showed that class VII students at SMP Muhammadiyah Rappang achieved good social studies learning outcomes by using the Sparkol Videoscribe application as an interactive medium. The sample test results show this... This is shown from the T-test sample test results of pretest and posttest data on student learning outcomes found mark significance. From results study This Which has analyzed, then obtained mark flat- average M x( Posttest ) = 82.5 > M y( Pretest ) = 59.57. So it can be concluded that this research show exists effectiveness use media interactive Sparkol app Videoscribe to results Study student.
The Design of the Nusantara Quest Game on Mobile Platforms for the Cultural Arts Subject for Grade X Students Fahril, Muhammad; Usman M; Muhammad Takdir
International Journal of Sustainable Applied Sciences Vol. 2 No. 8 (2024): August 2024
Publisher : MultiTech Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59890/ijsas.v2i8.2412

Abstract

This research aims to design a mobile-based game called Nusantara Quest to enhance student engagement and learning outcomes in Arts Education for 10th-grade students. The educational game is developed using the Unity platform and follows the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). The analysis phase involves studying student characteristics and material needs. During the design phase, game flow, user interface, and educational content are created. The development phase includes game creation and validation by media and content experts. Implementation involves trials with students from SMK Negeri 5 Sidrap, and the evaluation phase assesses the effectiveness of the game in improving student interest and understanding of Arts Education material. The research findings indicate that the quiz-based educational game is valid and effective as an interactive learning media S
A Implementation of the National Health Insurance (JKN) Mobile Applicationin Sinjai Regency Mutmainna Ramadani, Ria; Muhammad Takdir; Muhammad Lutfi
Jurnal Ilmu Administrasi: Media Pengembangan Ilmu dan Praktek Administrasi Vol. 20 No. 2 (2023): December 2023
Publisher : Sekolah Tinggi Ilmu Administrasi Lembaga Administrasi Negara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31113/jia.v20i2.974

Abstract

This research discusses the implementation of the JKN Mobile application in Sinjai. Social security administering body (BPJS). The JKN Mobile application was launched by BPJS Health with the aim of providing maximum service to the community/participants. The aim of this research is to examine how the JKN Mobile application is implemented in providing health services in Sinjai Regency for the community/participants to use applications that facilitate online services. This research method uses a qualitative method with a case study approach with data collection techniques using literature studies and interviews. This research shows that the implementation of the JKN Mobile application in Sinjai Regency has not been optimal. There are several inhibiting factors in implementing the JKN Mobile application in Sinjai Regency, namely that the community is not fully aware of the use of the JKN Mobile application, as well as the lack of adequate facilities such as cellphones and networks. Therefore, it can be said that the implementation of the JKN Mobile application for the community/participants in Sinjai Regency has not gone completely well.
IMPLEMENTASI PELAYANAN KARTU E-MONEY (BRIZZI) PADA BUS TRANS PADANG Muhammad Takdir
Jurnal Ilmu Hukum, Humaniora dan Politik Vol. 1 No. 1 (2020): (JIHHP) Jurnal Ilmu Hukum, Humaniora dan Politik (November 2020)
Publisher : Dinasti Review Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (259.098 KB) | DOI: 10.38035/jihhp.v1i1.422

Abstract

Penggunaan kartu E-money (BRIZZI), ditemukan banyaknya pengguna Bus Trans Padang yang masih belum tahu penggunaan Bus Trans Padang menggunakan kartu E-money (BRIZZI) dan cara penggunaanya yang mana kartu E-money (BRIZZI) ini baru di terapkan pada tanggal 17 Agustus 2019. Sebagaimana hasil wawancara penelliti dengan Bapak Agus Setia Budi selaku kepala UPT Bus Trans Padang. Penelitian ini bertujuan untuk mengetahui (1) Strategi pelayanan UPT Bus Trans Padang dalam penerapan kartu E-money (BRIZZI) pada Bus Trans Padang, (2) kendala yang terjadi pada strategi pelayanan penggunaan kartu E-money (BRIZZI) pada Bus Trans Padang, (3) upaya yang dilakukan dalam mengatasi kendala strategi penggunaan kertu E-money (BRIZZI) pada Bus Trans Padang.Metode penelitian yang digunakan bersifat deskriptif kualitatif. Pengambilan sampel peneliti menggunakan teknik purposive sampling, dengan sampel berjumlah 5 orang. Teknik pengumpulan data dilakukan melalui: (1) penelitian keperpustakaan, (2) penelitian lapangan, (a) observasi (b) teknik wawancara (c) teknik dokumentasi. Sumber data dari penelitian ini yaitu didapatkan dari UPT Bus Trans Padang. Berdasarkan hasil penelitian menyimpulkan bahwa: 1.Strategi pelayanan UPT Bus Trans Padang dalam penerapan kartu E-money (BRIZZI) pada Bus Trans Padang. 2. Kendala yang terjadi pada strategi penggunaan kartu E-money (BRIZZI) pada Bus Trans Padang yaitu: (a) Penambahan armada Bus Trans Padang, (b) Kurangnya sarana tempat pembelian tiket dan Top Up, (c) Kurangnya sosialisasi, (d) Kurangnya sarana dan prasarana. 3. Upaya yang dilakukan dalam mengatasi kendala strategi penggunaan kartu E-money (BRIZZI) pada Bus Trans Padang yaitu: (a) Diskusi penambahan armada Bus Trans Padang, (b) Melakukan sosialisasi, (c) Meningkatkan sarana dan prasarana.