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Analisis Kesiapan Digitalisasi Sekolah Jenjang SMP di Kabupaten Sumbawa Barat Hasanuddin Hasanuddin; Puryadi Puryadi; Agus Jayadi
Sang Pencerah: Jurnal Ilmiah Universitas Muhammadiyah Buton Vol 8 No 1 (2022): Sang Pencerah: Jurnal Ilmiah Universitas Muhammadiyah Buton
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Muhammadiyah Buton

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (429.265 KB) | DOI: 10.35326/pencerah.v8i1.1855

Abstract

Pesatnya perkembangan teknologi informasi dan komunikasi, membawa dampak besar bagi pelaksanaan pendidikan khususnya di Kabupaten Sumbawa Barat. Sekolah-sekolah dituntut untuk beradaptasi dan menyiapkan diri menuju digitalisasi sekolah yang merupakan program prioritas dari Kementrian Pendidikan dan Kebudayaan. Penelitian ini bertujuan untuk mendeskripsikan kesiapan digitalisasi sekolah untuk jenjang Sekolah Menengah Pertama di Kabupaten Sumbawa Barat. Metode yang dilakukan dalam penelitian kualitatif deskriptif dan kuantitatif. Adapun variabel yang diukur merupakan faktor kesiapan digitalisasi sekolah meliputi faktor kesiapan infrastruktur, faktor kesiapan guru serta faktor kesiapan siswa. Hasil dari penelitian ini diperoleh skor rata-rata 3.60 dari skala 1 – 5 (kategori Siap dengan sedikit perbaikan). Kesimpulan dari penelitian ini adalah sekolah-sekolah di Kabupaten Sumbawa Barat khususnya jenjang SMP telah siap untuk menerapkan digitalisasi sekolah dengan beberapa hal yang perlu ditingkatkan. Hasil penelitian ini diharapkan dapat menjadi acuan bagi pemerintah daerah Kabupaten Sumbawa Barat untuk menyusun kebijakan terkait penerapan digitalisasi sekolah.
RANCANG BANGUN REST API APLIKASI WESHARE SEBAGAI UPAYA MEMPERMUDAH PELAYANAN DONASI KEMANUSIAAN Hasanuddin; Hari Asgar; Budi Hartono
Jurnal Informatika Teknologi dan Sains Vol 4 No 1 (2022): EDISI 11
Publisher : Program Studi Informatika Universitas Teknologi Sumbawa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (744.408 KB) | DOI: 10.51401/jinteks.v4i1.1474

Abstract

Donation activities are generally carried out through offline or direct media which of course makes it difficult for people to make donation transactions, because they have to come directly to the location of the donation service opening, besides that the reach of donors is limited if done offline. From these problems, an Application Programming Interface (API)-based donation transaction system was developed as Backend Development and implemented for Android-based Mobile and Websites. This research produces an API-based system with a REST architecture in terms of Backend Development to make it easier for the public to provide donation transactions and is applied to Android applications and websites as a user interface.
Training of learning video making on the equivalency programme at SPNF SKB Boto, West Sumbawa Regency Hasanuddin Hasanuddin; Puryadi Puryadi; Agus Jayadi; Hari Asgar; Amrussalam Amrussalam; Junaidi Efendi; Amirul Hilmi; Andi Maria Ulfa; Sulaimansyah Sulaimansyah; Sastrowijoyo Sastrowijoyo; Rahmawati Rahmawati; Miranti Nur Wulandari
Community Empowerment Vol 7 No 7 (2022)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (474.245 KB) | DOI: 10.31603/ce.6613

Abstract

The program aims to increase the insight and skills in the field of information and communication technology for tutors of the SPNF SKB Boto Equivalence Program, West Sumbawa Regency. This is expected to improve the quality of teaching and learning through the convenience of students in understanding the teaching material provided. The method of this training activity is carried out by the lecture method and independent practice in three stages, namely: delivery of basic material, training and practice demonstrations and evaluation. The result of this training video learning is increasing the understanding and insight of the participants in making learning videos and to be able to practice making simple learning videos so that they can support online learning in the SPNF SKB Boto environment, West Sumbawa Regency.
RANCANG BANGUN ANIMASI PERCAKAPAN BAHASA INGGRIS BERBASIS 2D MENGGUNAKAN TEKNIK FRAME BY FRAME Hasanuddin Hasanuddin; Agus Jayadi; Putri Ayu Firmansani
Jurnal Rekayasa Perangkat Lunak dan Sistem Informasi Vol. 2 No. 1 (2022)
Publisher : Department of Information System Muhammadiyah University of Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (227.611 KB) | DOI: 10.37859/seis.v2i1.3323

Abstract

This research focuses on the Animation Design of “English Conversation”2D Based Using Frame By Frame Technique. The purpose of this research is to facilitate teacher in delivering English conversation material and to increase interest student learning and increase enthusiasm for learning. The method used is the method research and development (R&D) which can be defined as “a scientific way of researching, designing, producing and testing questionnaires and product validity that have been generated".The results showed that this animated video was successfully made (designed and built) to make it easier for language teachersbased on the percentage of validation results that is 92.30% with very decent criteria and can increase students' interest in learninglearning and enthusiasm in learn English conversation based on the percentage of learning questionnaire results without using animated videos, which is 43%with less criteria and the percentage of results from learning questionnaires using animated videos is 84% with decent criteria, so it can be declared increased 41%.
Interactive Multimedia Research Trends in Higher Education: A Review of Assisted Literature NVivo 12 Pro Hasanuddin Hasanuddin; Hari Asgar; Agus Jayadi
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol 12, No 2 (2023): JULI
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v12i2.1648

Abstract

The rapid use of technology in lecture activities, especially the use of interactive multimedia since the pandemic conditions and until now, has attracted researchers to comprehensively analyze patterns of interactive multimedia utilization. This study aims to provide information on the pattern of interactive multimedia utilization and its development to date. The research method adopted a qualitative design, through a review of various studies from 2020 to 2023, and a literature search using the free Publish or Perish program. Further reduction and screening processes were carried out using the PRISMA method. The final results of the articles that have been selected are then mapped and codified with NVivo Pro 12 program, including the development and use of interactive multimedia in universities. In the development of interactive multimedia in the university, literature is grouped into forms of interactive multimedia and tools in designing interactive multimedia. The use of interactive multimedia in institutions is grouped into two, including the types of interactive multimedia used and how the impact of the use of interactive multimedia on lecture activities. Results obtained 1) Multimedia forms developed in  universities include E-modules, Software, Websites, Android applications, Autoplay, Classpoint, E-learning, and tutorial models; 2) equipment in designing interactive multimedia including Kwisoft Flopbook Maker, live streaming, Macromedia Flash, Microsoft Way, Moodle, Adobe Flash Professional CS6.5, App Inventor 2, Autocad, Power Point, and Courselab 2.4; 3) types of interactive multimedia used in learning activities in universities include Android applications, Macromedia Flash, Lectora Inspire software, Adobe Flash, Adobe Premiere, and E-learning; 4) The effect of interactive multimedia on lecture activities can increase interest or motivation, also have an impact on student achievement.