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PIECES Framework dalam Analisis Penerapan Sistem Informasi Mutiana Pratiwi; Ulya Ilhami Arsyah; Devia Kartika; Rahmatul Husna Arsyah
Majalah Ilmiah UPI YPTK Vol. 28 (2021) No. 1
Publisher : Universitas Putra Indonesia YPTK Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/jmi.v28i1.64

Abstract

The application of information technology is currently widely used by agencies in carrying out various operational activities. This study tries to apply the PIECES Framework to the analysis of information systems. To implement it, it is necessary to test responses from users on an information system. The system to be tested is the information system of Mako Battalion 131 Braja Sakti. The information system used to support the performance of soldiers where the responsible in this case is part of the operations staff. In their service, the operations staff collect data from each company. The data is inputted into the online-based ANEV DATA system. The system will later be used in processing soldier certification data. PIECES focuses on 6 focus areas of analysis, namely performance, information and data, economy, control and security, efficiency, and service. The purpose of this study is the application of the PIECES Framework in analyzing the quality of the implementation of information systems to ensure the success targeted by the operations staff. This study uses interviews and observations as well as the distribution of questionnaires as a method of data collection. The results of this study indicate that the use of ANEV Data as an information system to improve performance gets an average result at the Performance level of 5.20, information and data level of 4.76, economic indicator level of 5.20, Control indicator level of 4.85, and efficiency level of 4.16. and service satisfaction of 7.16. The value of the operation staff is very satisfied using the ANEV Data information system.
Perancangan Modul Interaktif pada Mata PelajaranSimulasi dan Komunikasi Digital Siswa SMK Kelas X Veny Asman; M Menrisal; Rahmatul Husna Arsyah
JURNAL PTI (PENDIDIKAN DAN TEKNOLOGI INFORMASI) FAKULTAS KEGURUAN ILMU PENDIDIKAN UNIVERSITA PUTRA INDONESIA "YPTK" PADANG Vol. 7 (2020) No. 2
Publisher : Universitas Putra Indonesia YPTK Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/jpti.v7i2.29

Abstract

This study aims to create an interactive module that meets the requirements Valid, Practical and effective for simulation and digital communication subjects. This research is a Research and Development research conducted at SMK. The test subjects in this study were students of class X SMK Negeri 1 Padang. The results of the assessment of the three validators as a whole were 82.72% so that the validity level could be interpreted as valid. The overall assessment of practicality is 90.51%, so that the level of practicality can be interpreted to be very practical to use, as well as an assessment of the effectiveness of 89.67%, so that thelevel of effectiveness can be interpreted well
Peningkatan Aktivitas Belajar dengan Model Pembelajaran Number Head Together Lika Jafnihirda; Rahmatul Husna Arsyah
JURNAL PTI (PENDIDIKAN DAN TEKNOLOGI INFORMASI) FAKULTAS KEGURUAN ILMU PENDIDIKAN UNIVERSITA PUTRA INDONESIA "YPTK" PADANG Vol. 9 (2022) No. 1
Publisher : Universitas Putra Indonesia YPTK Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/jpti.v9i1.107

Abstract

Salah satu upaya untuk meningkatkan aktivitas belajar mahasiswa adalah dengan menciptakan persaingan antar mahasiswa melalui pemberian reward agar mahasiswa lebih termotivasi dan berperan aktif dalam proses pembelajaran. Reward dapat diterapkan pada metode pembelajaran kooperatif, seperti tipe Numbered Head Together (NHT). Penelitian tindakan kelas ini diterapkan pada seluruh mahasiswa yang mengambil mata kuliah Media Digital yaitu sebanyak 22 mahasiswa. Teknik pengumpulan data diperoleh dari observasi langsung dengan menggunakan lembar observasi untuk memantau aktivitas belajar mahasiswan dan tes untuk mengetahui hasil belajar. Data yang diperoleh selama proses penelitian dianalisis secara kuantitatif. Peningkatan aktivitas mahasiswa diamati dengan menggunakan lembar observasi yang terdiri dari 5 indikator aktivitas mahasiswa pada setiap siklusnya. Kegiatan yang diamati adalah mahasiswa yang mengisi lembar diskusi mahasiswa, aktif mendesain peta utama, aktif bertanya, aktif menjawab pertanyaan dan mahasiswa aktif mengemukakan pendapat. Berdasarkan hasil penelitian tindakan kelas, persentase aktivitas mahasiswa meningkat sebesar 50% yaitu 31,25 pada siklus I menjadi 62,5 pada siklus II.
Digital Marketing Sebagai Strategi Pemasaran Kopi Pada Bumnag Nagari Lasi Ulya Ilhami Arsyah; Mutiana Pratiwi; Rahmatul Husna Arsyah
Jurdimas (Jurnal Pengabdian Kepada Masyarakat) Royal Vol 5, No 2 (2022): Mei 2022
Publisher : STMIK Royal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/jurdimas.v5i2.1451

Abstract

Abstract: Industrial era 4.0 brought changes in the economic field, and the consequence of this era was the birth of the digitization process in all fields. Digital marketing for business players is a very important part, even for BUMNAG Nagari Lasi. To support and advance the business, BUMNAG must be able to compete with the competition in the supply of quality products, so the necessary marketing strategy is capable of increasing sales and market expansion, the only one with digital marketing. BUMNAG managers are expected to have a desire to use digital devices, especially when presenting the products they sell. BUMNAG's ability to manage marketing through digital media will make it easier for the products to be known by many people and in demand. However, there are still many BUMNAGs that do not use digital marketing media as a marketing strategy, which makes BUMNAG unable to compete with other SMEs that have used this medium. Therefore, it was considered necessary to implement the activity to carry out training in digital marketing in the advancement of the Kopi Lasi BUMNAG Nagari Lasi.Keywords: digital marketing; marketing strategy; bumnag; lasi coffee  Abstrak: Era industri 4.0 membawa perubahan di bidang ekonomi, dimana konsekuensi dari era ini adalah proses digitalisasi di segala bidang. Pemasaran digital bagi pelaku usaha menjadi bagian yang sangat penting, termasuk bagi Badan Usaha Milik Nagari Lasi (BUMNag). Untuk mendukung dan memajukan bisnis, BUMNag harus mampu bersaing dengan kompetitor dalam menyediakan produk yang berkualitas, sehingga diperlukan strategi pemasaran yang mampu meningkatkan penjualan dan perluasan pasar, salah satunya adalah digital marketing. Pengelola BUMNag diharapkan memiliki keterampilan dalam menggunakan perangkat digital terutama dalam memperkenalkan produk yang mereka jual. Kemampuan BUMNag dalam mengelola pemasaran melalui media digital akan memudahkan produk untuk dikenal banyak orang dan diminati. Namun masih banyak BUMNag yang tidak menggunakan media digital marketing sebagai strategi pemasaran sehingga BUMNag kalah bersaing dengan pelaku UKM lainnya yang telah menggunakan media ini. Pengabdian ini dilakukan dengan menggunakan metode studi pustaka, pelaksanaan kegiatan dan evaluasi. Dimana implementasinya dilakukan secara bertahap seperti sosialisasi, pendataan, pembuatan sistem informasi digital marketing dan juga pelatihan admin. Oleh karena itu pelaksanaan kegiatan pengabdian ini sangat dibutuhkan dalam meningkatkan perekonomian masyarakat sekitar melalui pemasaran Kopi Lasi di BUMNag Nagari Lasi.Kata kunci: digital marketing; strategi pemasaran; bumnag; kopi lasi
SOSIALISASI PENGGUNAAN E-LEARNING SEBAGAI MEDIA BELAJAR SANTRI BOARDING SCHOOL Sofika Enggari; Halifia Hendri; Rahmatul Husna Arsyah
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 3 No. 2 (2022): Volume 3 Nomor 2 Tahun 2022
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v3i2.5312

Abstract

Seiring dengan perkembangan dunia teknologi informasi dan komunikasi (TIK) dalam bidang pendidikan, para pengajar maupun peserta didik dituntut untuk dapat menggunakan media elektronik. Penggunaan media elektronik sebagai salah satu upaya untuk meningkatkan proses pembelajaran dalam menumbuhkan minat belajar santri. Melalui media elektronik atau yang lebih dikenal dengan E-Learning santri tidak hanya memperoleh ilmu melalui tatap muka di kelas, melainkan dapat diakses dengan mudah melalui perangkat elektronik kapanpun dan dimanapun. Di dalam laporan ini akan dipaparkan mengenai kegiatan pengabdian kepada masyarakat khususnya di Rahmatan Lil Alamin Boarding School (RLA-IIBS) dalam rangka memberikan pengarahan kepada santri mengenai penggunaan E-Learning sebagai media yang dapat menumbuhkan minat belajar santri, sehingga proses pembelajaran akan lebih menarik dan materi yang disampaikan guru akan lebih mudah diterima oleh santri.
PROMOSI PRODUK MELALUI MEDIA SOSIAL UNTUK MENINGKATKAN PEREKONOMIAN PADA PELAKU USAHA KERAJINAN AKRILIK Ai Elis Karlinda; Desi Permata Sari; Rahmatul Husna Arsyah
PRIMA : PORTAL RISET DAN INOVASI PENGABDIAN MASYARAKAT Vol. 1 No. 4 (2022): SEPTEMBER
Publisher : Transpublika Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55047/prima.v1i4.240

Abstract

The Covid-19 pandemic that has been plaguing Indonesia since 2020 has affected many people, particularly MSME. These MSME have an important role to play in boosting the local economy and improving the quality of life for everyone. Businesses can exist and compete thanks in part to their ability to compete and market their products effectively. Since the pandemic, many micro, small and medium-sized enterprises (MSMEs) have turned to e-commerce in an attempt to increase sales. However, the MSME actors' ability to use technology is still low. Changing the marketing model is a necessity for business actors who wish to have their products compete on the global market. Padang City Acrylic Craft business actors have a lot of issues when it comes to product marketing, and they still rely on traditional marketing and don't use social media effectively. The goal of this activity is to educate MSME owners about the advantages of social media marketing and teach them how to use social media to boost their product sales. Training and mentoring are the primary approaches. It is also possible to use social media to promote and market products as a result of these activities.
Konvergensi Media dalam Pemasaran Produk Kerajinan Masyarakat desa Wisata Pariangan Rahmatul Husna Arsyah; Astri Indah Juwita
Jurdimas (Jurnal Pengabdian Kepada Masyarakat) Royal Vol 4, No 1 (2021): Januari 2021
Publisher : STMIK Royal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/jurdimas.v4i1.948

Abstract

Abstract: Nagari Pariangan as the most beautiful tourist village in the world has a place to help the community's economy, increase local revenue (PAD). Local industrial products that have been owned by the community can become souvenirs for visiting tourists. However, in fact Nagari Pariangan does not have the media to promote it. This study aims to analyze the convergence of media in marketing the local industrial handicraft products of the community. This research approach is descriptive qualitative, with data collection methods, namely by means of observation and interviews and literature review. The results of this study reveal that Nagari Pariangan is an area with tourism potential that has become the spotlight of the world, there is a need for a media that helps the community in introducing local Nagari products in order to increase local community income. The main key to convergence is digitization, Nagari Pariangan does not yet have digital media as a forum for supporting community industrial output. Based on the 3C technology dimension (Communication, Compute and Contents), which consists of the IT Industry, Telcom Infrastructure Provides, and the Content Industry. Nagari Pariangan is considered capable of building a digitalized medium, in order to be able to make the economy of the people in areas that have tourism potential much better.     Keywords: convergence; craft produk; media  Abstrak: Nagari Pariangan sebagai desa wisata terindah dunia memiliki wadah untuk membantu perekonomian masyarakat, menambah pendapatan asli daerah (PAD). Hasil Industri lokal yang selama ini dimiliki oleh masyarakat bisa menjadi oleh-oleh bagi wisatawan yang berkunjung. Namun, pada kenyataanya Nagari pariangan belum memiliki media dalam mempromosikannya. Penelitian ini bertujuan untuk melakukan analisis konvergensi media dalam memasarkan produk kerajinan industri lokal masyarakat. Metode penelitian ini adalah kualitatif deskriptif, dengan metode pengumpulan data yaitu dengan cara observasi dan wawancara serta kajian literatur. Hasil dari penelitian ini mengungkapkan bahwa Nagari Pariangan merupakan daerah dengan potensi wisata yang sudah menjadi sorotan dunia, dan perlu adanya sebuah media yang membantu masyarakat dalam memperkenal produk lokal nagari agar bisa menambah pendapatan masyarakat setempat. Kunci utama konvergensi adalah digitalisasi, Nagari Pariangan belum memiliki media digital sebagai wadah dalam mendukung hasil industri masyarakat. Berdasarkan dimensi teknologi 3C (Communication, Compute and Contents), yang terdiri dari IT Industry, Telcom Infrastructure Provides, serta Content Industry. Nagari Pariangan dirasa mampu untuk membangun sebuah media yang digitalisasi, agar mampu menjadikan ekonomi masyarakat di daerah yang memiliki potensi wisata jauh lebih baik.Kata kunci: konvergensi; media; produk kerajinan
Implementasi Model Problem Based Instruction (PBI) dalam Upaya Peningkatan Hasil Belajar Siswa Rahmatul Husna Arsyah; Nizwardi Jalinus; Rijal Abdullah; Astri Indah Juwita
JURNAL PTI (PENDIDIKAN DAN TEKNOLOGI INFORMASI) FAKULTAS KEGURUAN ILMU PENDIDIKAN UNIVERSITA PUTRA INDONESIA "YPTK" PADANG Vol. 9 (2022) No. 2
Publisher : Universitas Putra Indonesia YPTK Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/jpti.v9i2.141

Abstract

The main problem in this study is how to improve student learning outcomes by using the Problem Based Instruction (PBI) learning model. The purpose of this study is to improve student learning outcomes on network infrastructure administration material. The results of the initial condition research using interviews, observation and item analysis, class XI students of SMK N 2 Padang City as research subjects, have an average learning achievement score that is below the minimum completeness criteria (KKM). This research is a Classroom Action Research (CAR) with a procedural model developed by Kemmis and Mc. Taggart is a spiral research model that is commonly used and consists of two cycles. Each cycle consists of four stages, namely: 1) the planning stage 2) the acting stage, 3) the observing stage and 4) the reflection stage. The number of research subjects consisting of 22 students. From the research results, it was obtained data that the PBI model can improve learning outcomes in network infrastructure administration (AIJ). This is indicated by the value of the results given in the initial conditions, from 22 students, the results obtained were 55% of students who did not complete. After the action was taken in cycle 1, student learning outcomes increased to 50% of students who completed, and continued to increase in the second cycle, with a completeness percentage of 81%.
Praktikalitas E-Learning Berbasis Web di SMK Dhuafa Padang Tahun Ajaran 2022-2023 Riza Azizi; Astri Indah Juwita; Rahmatul Husna Arsyah
DIAJAR: Jurnal Pendidikan dan Pembelajaran Vol. 2 No. 2 (2023): April 2023
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/diajar.v2i2.1524

Abstract

This research is motivated by the problem of limited learning media at SMK Dhuafa Padang. This happens because there is no media-based learning that is attractive and effective. Therefore, the author seeks to design and create learning media for e-learning based on the Web at SMK Dhuafa Padang. This study uses research and development (R&D) methods. The research model used is the Borg & Gall development model, with the design and development steps as follows: Research and Information Gathering Stage (literature study, field study, user analysis); Planning (strengths, weaknesses, opportunities, threats); Product Development (waterfal: analysis, design, code); Product Testing and Revision (instrument validation, media validation); Final Product Revision (field trials, practicality, effectiveness); Dissemination. The research subjects were 75 students and 10 teachers. The results of the validity test by the experts as a whole are an assessment of the validity of E-learning based Web in Padang Dhuafa Vocational School of 88.53%, so that the validity level can be interpreted as very valid for use. The results of the practicality test assessment as a whole practicality assessment of E-learning based Web in Padang Dhuafa Vocational School were 94.49%, so that the level of practicality can be interpreted as being very practical to use. The results of the overall effectiveness test assessment of the effectiveness assessment E-learning  based Web in Dhuafa Padang Vocational School were 94.85%, so that the level of effectiveness can be interpreted as being used very effectively.
Perancangan Aplikasi Multimedia Interaktif di SMK Negeri 7 Padang Helvi Junia Eliza; Rini Sefriani; Rahmatul Husna Arsyah
DIAJAR: Jurnal Pendidikan dan Pembelajaran Vol. 2 No. 2 (2023): April 2023
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/diajar.v2i2.1539

Abstract

This study aims to determine the Validity, Practicality, and Effectiveness of Interactive Multimedia Applications in the Subject of Basic Dance Movement in Class X Students of the Dance Department at SMK N 7 Padang. This research and design was carried out with 38 class X students of the Department of Dance at SMK N 7 Padang. This type of research is R&D using the Four-D model. With the following steps. (1) define, (2) design, (3) development, and (4) disseminate. Overall the validity test assessment by the validator on application products is 89.87%, so that the validity level can be interpreted as Very Valid to use. The results of the practicality test assessment as a whole the practicality assessment of application products is 92.12%, so that the practicality level can be interpreted as Very Practical to use. The results of the effectiveness test obtained for application products amounted to 87.24% so that the level of effectiveness can be interpreted as very effective in use. It can be concluded that the Interactive Multimedia Application as a learning medium has been tested properly, is very practical and very effective to be used in the learning process in the subject of Basic Dance Movement class X, Department of Dance at SMK Negeri 7 Padang.