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PELATIHAN INTERNET DAN POWERPOINT UNTUK GURU-GURU DI SEKOLAH DASAR NEGERI 19 KOTA SABANG Taufiq Iqbal; Rizaldi Akbar
Bakti Banua : Jurnal Pengabdian Kepada Masyarakat Vol 1, No 1 (2020): BAKTI BANUA : Jurnal Pengabdian Kepada Masyarakat
Publisher : Sekolah Tinggi Ilmu Manajemen Indonesia (STIMI) Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (328.832 KB) | DOI: 10.35130/bbjm.v1i1.102

Abstract

Teknologi informasi mewajibkan pendidik setidaknya mampu memahami dan mengoperasionalkan serta mengakses internet dalam memanfaatkan media komunikasi melalui email, social media video blog, dan sejenisnya dengan tujuan untuk pendidikan. Serta tuntutan dalam melakukan persentasi bagi kalangan pendidik diperlukan juga untuk menjadikan suasana kualitas dan lingkungan belajar kreatif. Begitu juga bagi kalangan guru-guru Sekolah Dasar khususnya SD N 19 Kota Sabang. Kendala masih ada mengingat persentase guru yang mampu memanfaatkan internet dan powepoint masih kecil. Seperti SDN 19 Kota Sabang, hanya sekitar 2 orang guru yang biasa memakai internet dan Powerpoint, sedang guru lainnya belum bisa mengoperasikan internet. Untuk mencoba mengatasi permasalahan di SDN 19 Kota Sabang tersebut maka tim pengabdian AMIK Indonesia memiliki upaya dan peran untuk meningkatkan pendidikan di Kota Sabang tersebut melalui pelatihan internet dan powerpoint yang nantinta akan diikuti oleh guru-guru dari SD tersebut. Berdasarkan hasil pengamatan dan evaluasi, dari kegiatan pelatihan melibatkan materi, praktik, dan tugas maka diketahui bahwa tingkat pemahaman guru setelah mengikuti kegiatan pelatihan internet dan Powerpoint meningkat dengan persentase keberhasilan 85%. Pelatihan internet dan Powerpoint ini telah dilaksanakan selama 2 hari pada tanggal 29 Agustus 2019 dengan jumlah peserta 10 guru, dan kegiatan ini juga berhasil meningkatkan kemampuan dan pengetahuan guru dan secara tidak langsung dapat berdampak kualitas anak didik yang berimbas pada peningkatan kualitas SDM lulusan SD tersebut. 
IbM Pelatihan Microsoft Office Dalam Rangka Membentuk Masyarakat Yang Profesional Abdus Salam; Taufiq Iqbal
Jurnal Pengabdian Nasional (JPN) Indonesia Vol. 1 No. 1 (2020): Januari-Juni
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) AMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jpni.v1i1.2

Abstract

Pemanfaatan TIK sudah menyentuh hampir seluruh aspek kehidupan masyarakat. Termasuk salah satunya dalam mendukung pengelolaan sekolah. Rencana Strategis Departemen Pendidikan Nasional, secara eksplisit menyebutkan tiga pilar kebijakan pendidikan nasional, yaitu: (1) perluasan dan pemerataan akses, (1) peningkatan mutu, relevansi dan daya saing, dan (3) penguatan tata kelola, akuntabilitas dan citra publik pendidikan, untuk mewujudkan pendidikan yang bermutu, akuntabel, murah, merata dan terjangkau rakyat banyak. Peran strategis TIK untuk pilar pertama, yaitu perluasan dan pemerataan akses pendidikan, diprioritaskan sebagai media pembelajaran jarak jauh. Sedangkan untuk pilat kedua, peningkatan mutu, relevansi dan daya saing, peran TIK diprioritaskan untuk penerapan dalam pendidikan/proses pembelajaran. Terakhir, untuk penguatan tata kelola, akuntabilitas dan citra publik, peran TIK diprioritaskan untuk sistem informasi manajemen secara terintegrasi. Materi yang diberikan dalam pelatihan ini terbagi menjadi 3 kelompok, yaitu kelompok Microsoft Word 2013, Microsoft PowerPoint 2013, dan Microsoft Excel 2013. Materi pembekalan yang diberikan pada kelompok Microsoft PowerPoint 2013 adalah pengenalan lembar sebar, mulai dari lembar kerja, sampai dengan penggunaan fungsi dan rumus-rumus untuk menyelesaikan masalah. Kegiatan dilakukan berdasarkan pembagian tingkat kemampuan atau skill masing-masing masyarakat. Masyarakat yang telah mahir dikelompokkan tersendiri dari masyarakat yang masih awam tentang komputer supaya pelatihan lebih intensif. Masyarakat yang masih awam dibimbing dan ditemani instruktur mulai dari prosedur menyalakan komputer, membuka file, menyimpan file, menggunakan mouse, mengetik dasar, pengenalan bagian-bagian komputer sampai pada prosedur mematikan komputer. Pengenalan materi lembar sebar diawali dengan menjelaskan lembar kerja, fungsi-fungsi menu, dan cara membuat border, pengenalan cell alignment, serta pengenalan rumus dan fungsi Microsoft Excel untuk menyelesaikan suatu masalah/kasus tertentu.
IbM Sosialisasi Model Permainan untuk Pengembangan Sosial Emosional Anak Taufiq Iqbal; Mukhtar Mukhtar; Munawir Munawir; Syarifuddin Syarifuddin; Fauzan Putraga Al-Bahri
Jurnal Pengabdian Nasional (JPN) Indonesia Vol. 1 No. 1 (2020): Januari-Juni
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) AMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jpni.v1i1.4

Abstract

Tujuan Program Pengabdian kepada Masyarakat dengan judul Sosialisasi Model Permainan Untuk Pengembangan Sosial Emosional Anak Bagi Guru SD 23 Kota Sabang, adalah sebagai berikut: (1) Mensosialisasikan model permainan untuk pengembangan sosial emosional anak SD terhadap guru SD 23 Kota Sabang dan (2) Mengimplementasikan penggunaan model permainan yang dapat digunakan untuk meningkatkan dan kemampuan sosial emosional anak pada guru SD 23 Kota Sabang. Kegiatan Sosialisasi Model Permainan Untuk Pengembangan Sosial Emosional Anak Bagi Guru SD 23 Kota Sabang dilaksanakan di SD 23 Kota Sabang tanggal 1 Juni 2016. Jumlah peserta kegiatan pelatihan terpadu sebanyak 20 orang. Metode yang ditempuh adalah ceramah, tanya jawab, studi kasus, demontrasi, praktek langsung, dan evaluasi. Hasil kegiatan adalah sebagai berikut: (1) Target sebanyak 50 peserta dapat terpenuhi, (2) Terlaksananya kegiatan mendapat apresiasi yang bagus dari khalayak sasaran, dan (3) Peserta dapat memahami model permainan yang dapat digunakan untuk meningkatkan kemampuan sosial emosional anak, khususnya pada tingkatan Sekolah Dasar. Adapun saran yang dapat disampaikan dalam kegiatan Pengabdian kepada masyarakat ini, adalah sebagai berikut: (1) Perlu adanya buku panduan tentang model permainan yang dapat digunakan untuk meningkaSDan kemampuan social emosional anak agar mempermudah guru dalam mengaplikasikan apabila muncul permasalahan selama proses pembelajaran dan (2) Kegiatan perlu ditindak lanjuti dengan pelatihan kreativitas guru dalam mengembangkan model permainan untuk anak SD, khususnya yang berorientasi pada permasalahan psikologis anak.
Prototype Model for Final Project Evaluation and Student Satisfaction (Study at the AMIK Indonesia Banda Aceh Laboratory) Sufyan Sufyan; Taufiq Iqbal
JURNAL SERAMBI ILMU Vol 22, No 2 (2021): JURNAL SERAMBI ILMU
Publisher : UNIVERSITAS SERAMBI MEKKAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/si.v22i2.3174

Abstract

The purpose of this study was to evaluate a student's final project using the prototype model for evaluation of  student's final project at AMIK Indonesia Banda Aceh. The method used is a quantitative approach in order to analyze the level of success of the Prototype Model to evaluate students' final assignments. Data collection for user needs is carried out using data analysis techniques through observation, interviews and also literature studies to collect data used in the evaluation of students' final assignments. the prototype model of student final project evaluation at AMIK Indonesia Banda Aceh was measured using end user satisfaction (EUCS). The sample and function testing in this application is done by black box testing, all of which will work fine. The results of the prototype model of student final project evaluation at AMIK Indonesia Banda Aceh are correct based on the evaluation using the Boehm Turner radar chart. The success rate of the application of the Student Final Project Prototype Model at AMIK Indonesia Banda Aceh using the end user satisfaction (EUCS) at the level of satisfaction so that it can be concluded that the application of the student final project evaluation prototype model at AMIK Indonesia Banda Aceh is very appropriate to be developed. 
SOSIALISASI EKONOMI SYARIAH DI GAMPONG ATEUK LAMPHANG, SIMPANG TIGA, KABUPATEN ACEH BESAR Ijal Fahmi; Zakaria Zakaria; Nasir Nasir; Irma Farnita; Ilyas Ilyas; Taufiq Iqbal; Ismail Ismail
E-Amal: Jurnal Pengabdian Kepada Masyarakat Vol 1 No 3: September 2021
Publisher : LP2M STP Mataram

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

Abstract

The purpose of socialization in the form of service is carried out so that partners can; 1) Understanding Islamic economics, 2) Creating an Islamic Economic Community (MES), 3) Being able to answer the challenges of advancing learning technology, and 4) Evaluating the Islamic economic system in partner villages. The implementation of this Community Service activity is carried out using lecture, tutorial, and discussion methods. The usefulness of this community service activity is evaluated through a questionnaire by testing the usefulness of the simulation device which is calculated from the perspective of the community/participant which is translated into three quality dimensions, namely 3 dimensions, namely: (1) Motivation; (2) responsiveness, and (3) usability index. The results of the evaluation concluded that the Tool Benefit Index assessed by SME managers calculated with the utility index resulted in a range of IKP values ​​of 86 which was in the range of b + 4c IKP < a. The existence of the IKP at this interval means that the SME managers state that the Islamic Economic Socialization activity is very useful to be implemented in Gampong Ateuk Lamphang, Simpang Tiga, Aceh Besar District..
IbM Pelatihan, Pembinaan dan Pendampingan Penggunaan Aplikasi Management Stock Control Muhammad Wali; Ismail; Taufiq Iqbal; Jhony Syafwandhinata
AJAD : Jurnal Pengabdian kepada Masyarakat Vol. 1 No. 1 (2021): MAY 2021
Publisher : Research Division Lembaga Mitra Solusi Teknologi Informasi (L-MSTI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (567.441 KB) | DOI: 10.35870/ajad.v1i1.3

Abstract

The purpose of this service activity is to provide Training, Coaching, and Assistance for Stock Control Management Applications and it is hoped that the participants can; 1) Understand the strategy for the supply of goods, 2) Understand and be able to control spare parts, 3) Be able to provide the goods needed in the remodeling process, 4) Be able to manage spare parts efficiently and be able to apply methods Determine the level of reordering and minimum inventory for inventory optimization, and 5) Evaluating the material planning system that has been running so that we can find out the core of the problems faced and how to solve them. The method of implementing the program to be carried out is; 1) Presentation, 2) Experience Sharing Discussion, 3) Training (Training for Users), and 4) Further assistance in the use of the application. This Community Service Implementation Activity was held for 4 (four) months from early December 2019 to the end of March 2020. This activity was attended by all personnel of Gober Indo's local business partners. Based on the results of the activities that have been carried out, several conclusions can be drawn, namely; 1) The development of a web-based Stock Control Management application has been successfully built, 2) Assistance and training activities for the use of the appropriate Stock Control Management Application and can help partners, 3) Service activities that are followed very enthusiastically, It can be seen that many members and owners have attended the training, and 4) Supporting activities for the Stock Control Management Application are expected to continue with the development of partner business finances.
Recreational Game Socialization Using PowerPoint as a Practical Media Syafrinal; Taufiq Iqbal; Imilda; Fauzan Putraga Albahri; Alfina; Rizaldi Akbar
AJAD : Jurnal Pengabdian kepada Masyarakat Vol. 2 No. 2 (2022): OCTOBER 2022
Publisher : Lembaga Mitra Solusi Teknologi Informasi (L-MSTI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ajad.v2i2.74

Abstract

This activity is a form of training for teachers and lecturers in Banda Aceh City, where the use of Microsoft Powerpoint can be adapted to make a simple game. We chose games Hidden Picture Games, Matching Game, Telepathy Game, Top Five quiz, Mystery Box, and Lucky Box. The implementation method consists of three stages, namely introduction, practice, and demonstration. The results of this activity have become a concept and collaborative learning model through recreational game media that can be used at universities in Indonesia in making service activities in utilizing Microsoft PowerPoint practical media to create innovations and develop an educational game as well as improve the ability of teachers and lecturers to utilize instructional Media.
Evaluasi Usability Test e-Repository dengan menggunakan Metode Nielsen’s Attributtes of Usability (NAU) Taufiq Iqbal; Bahruni Bahruni
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 3 No 2 (2019): JULY-DECEMBER 2019
Publisher : KITA Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v3i2.85

Abstract

In meeting good software standards, testing of software quality is required. Usability is an aspect of software The purpose of this study is to obtain the usability test evaluation results on AMIK Indonesia's e-Repository with the efficiency and error factor based on the Nielsen's Attributes of Usability (NAU) questionnaire method, so that later it will be made as a suggestion and recommendation for the development of AMIK Indonesia's e-Repository based on the results The test is to improve the quality of the website in the usability aspect. This research method is divided into 4 stages consisting of activities in it, consisting of; 1) Initiation, 2) Pre-User Testing, 3) Pre-User Testing, and 4) Post User Testing. The sample of users was 22 students consisting of Class 2015, 2016, 2017 and 2018 who were active students of AMIK Indonesia. From the results of the achievement of research conducted that the usability test with Nielsen's Attributes of Usability (NAU) model can be applied in finding the quality level of a website. From the test results, the level of success in the UT-7, UT-8, and UT-10 tests with achievements of less than 80% of respondents failed to answer. For success rates above 80% on testing UT-1, UT-2, UT-3, UT-4, UT-5, UT-6, and UT-9. The results of the analysis carried out very satisfying interpretation of 14, Satisfied 1, Satisfied 2, Not Satisfied 1. As for the interpretation of dissatisfaction with questions with the ER14 code and quite satisfied with the ER12 and ER13 codes which are all three dimensions of error.
Pengembangan Repository berbasis Archives Initiative Protocol for Metadata Harvesting (OAI-PMH) pada Standar Metadata Encoding and Transmission Standard (METS) dan MPEG-21 Digital Item Declaration Language (DIDL) Taufiq Iqbal; Syarifuddin Syarifuddin
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 5 No 1 (2021): JANUARI-MARET 2021
Publisher : KITA Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v5i1.161

Abstract

The purpose of this research is to build a repository model and feature the Archives Initiative Protocol for Metadata Harvesting (OAI-PMH) and the Metadata Encoding and Transmission Standard (METS) and MPEG-21 Digital Item Declaration Language (DIDL). The research model used is qualitative research and methods. Application development used is Fourth Generation Techniques (4GT). From the results of the development of the repository by involving the Archives Initiative Protocol for Metadata Harvesting (OAI-PMH) module on the Metadata Encoding and Transmission Standard (METS) and MPEG-21 Digital Item Declaration Language (DIDL), it has been applied to the repository application that was built. The test results using the OAI-PMH URL using the OVAL validator tool found that there were no problems and problems in validating and verifying data in the Identify, ListMetadataFormats, ListSets, ListIdentifiers, ListRecords, and XML Validation commands. While the test results show the success rate in crawling each metadata in the web repository, the average success rate of crawling metadata by Google Scholar is 90%, while the error is known to be 10% because some documents do not have complete metadata such as bibliography and uploaded documents.
IDOL: Retrofit-Kotlin Service-Based Online Digital Library Application and College Open Data Repository Taufiq Iqbal; Muhammad Wali
International Journal Software Engineering and Computer Science (IJSECS) Vol. 2 No. 1 (2022): MAY 2022
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijsecs.v2i1.760

Abstract

Digital libraries promise new social benefits, especially for e-learning in the age of digital technology. Integrated Online Digital Libraries are required to have professional knowledge and information on one service. Digital library innovation still needs to be researched regarding initiation; development; application; exploitation; the role of the external competitive environment; the role of the organization's internal environment; and products, services, and process outcomes. In the research, the Integrated Digital Online Library – IDOL application developed will fulfill every feature of the digital library system where four core concepts (Content, User, Functionality, Quality, Policy, and Architecture) as the core model of IDOL need to be considered in relation to four main and interrelated factors. interact with the developed digital library system, and special studies are still needed on this development research. This research focuses on the development of the Integrated Digital Online Library – IDOL by implementing Retrofit-Kotlin as a highly secure REST-client library for Java and Android. The RAD (Rapid Application Development) method is used in the development process of this platform. The results of this study still need further development, both regarding functionality, interactive and collaborative web various functions are still needed. Regarding user feedback, both the interface is a factor that must be considered in future development. Regarding data speed, we adopted the HTTP/2 protocol as a data loading strategy and the IDOL platform has successfully implemented the use of Retrofit-Kotlin. Based on the test results, the level of failure in the UT-7, UT-8, and UT-10 tests with achievements of less than 80% of respondents failed to answer. For a success rate above 80% on UT-1, UT-2, UT-3, UT-4, UT-5, UT-6, and UT-9 tests