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DESIGN MULTIMEDIA INTERACTIVE FOR MEDIA LEARNING ON SOFTWARE APPLICATION COURSES Maulana, Ilham Tri; Firdian, Fadil
Jurnal Sains dan Informatika Vol 3, No 2 (2017): Sains dan Informatika
Publisher : Lembaga Layanan Pendidikan Tinggi (LLDIKTI) Wilayah X

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (949.334 KB) | DOI: 10.22216/jsi.v3i2.2350

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Penelitian ini bertujuan untuk merancang sebuah media pembelajaran berupa Multimedia Interaktif pada mata kuliah aplikasi software. Multimedia Interaktif ini dirancang sebagai salah satu media pembelajaran bagi dosen di perkuliahan. Penelitian ini menggunakan metode SDLC (System Development Life Cycle), adapun prosedur metode SDLC yaitu: Definisi Kebutuhan, Analisis Kebutuhan, Pengumpulan Data, Desain Aplikasi, Coding, Pengujian Sistem. Jenis data yaitu data primer dimana data yang diberikan oleh dosen pengampu mata kuliah. Teknik analisis data yang digunakan adalah teknik analisis data deskriptif yaitu dengan mendeskripsikan rancangan Multimedia Interaktif. Perancangan multimedia interaktif diharapkan bisa memfasilitasi kebutuhan mahasiswa dan dosen untuk mempelajari materi tersebut setiap saat tanpa ada batasan waktu dan tempat. Software yang digunakan adalah Macromedia Flash CS .3 This research aimed to design a learning media in the form of Interactive Multimedia course on software applications. Interactive Multimedia is designed as a media of learning for lecturer in the Class. This study uses SDLC (System Development Life Cycle), while the procedure SDLC methods are: Definition of Requirements, Needs Analysis, Data Collection, Application Design, Coding, Testing System. Types of data are primary data where the data provided by the lecturer of the course. Data analysis technique used is the technique of descriptive data analysis is to describe the design of Interactive Multimedia. The design of interactive multimedia is expected to facilitate the needs of students and faculty to learn the material at any time without any limitation of time and place. Software used is Macromedia Flash CS 3. 
Pengembangan Perangkat Pengajaran Mata Diklat Jaringan Komputer Dasar Berbasis Masalah Ilham Tri Maulana; Fadil Firdian
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol 5, No 5: MEI 2020
Publisher : Graduate School of Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/jptpp.v5i5.13523

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Abstract: Research objectives for developing learning devices. Development is carried out to help students master learning material and improve student learning outcomes. Development of teaching tools using the Model IDI (Institute Development Instructional). IDI development procedures include: analysis of learning needs, development, evaluation. Data analysis techniques using descriptive data analysis techniques to describe the validity, practicality, and effectiveness. The results of the study were an increase in student learning outcomes as well as valid, practical and effective learning tools. The conclusions of the study were an increase in the number of students who passed the basic computer network training course and recommended it for other courses.Abstrak: Tujuan penelitian untuk pengembangan perangkat pembelajaran. Pengembangan dilakukan untuk membantu siswa menguasai materi pembelajaran dan menaikkan hasil belajar siswa. Pengembangan perangkat pengajaran menggunakan Model IDI (Institute Development Instructional). Prosedur pengembangan IDI, meliputi analisis kebutuhan pembelajaran, pengembangan, evaluasi. Teknik analisis data menggunakan teknik analisis data deskriptif dengan mendeskripsikan validitas, praktikalitas, dan efektivitas. Hasil penelitian adanya peningkatan hasil belajar siswa serta perangkat pembelajaran yang valid, praktis, dan efektif. Simpulan dari penelitian terjadinya peningkatan jumlah siswa yang lulus mata diklat jaringan komputer dasar dan direkomendasikan untuk mata diklat lain.
Pengembangan Media Pembelajaran Multimedia Interaktif pada Matakuliah Aplikasi Software Fadil Firdian; Ilham Tri Maulana
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol 3, No 6: JUNI 2018
Publisher : Graduate School of Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (532.921 KB) | DOI: 10.17977/jptpp.v3i6.11257

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Abstract: This research aims to produces an interactive multimedia valid, practical and effective on the subjects application software in STMIK Indonesia Padang. The method used in this research is the Research and Development (R & D) by using a model of the development of Instructional Development Institute (IDI). The results of this study indicate that the validity of multimedia contents and design categorized by valid (79,4%). While the practicalities of the test, students provide practical category quite practical (78,65%). While the effectiveness of the test, an interactive multimedia considered very effective as many as 37 of the 48 students (77,08%) reached a value of > 70. Based on these findings it can be concluded that interactive multimedia is valid, practical and effective to be used as a medium of learning in subjects application software in STMIK Indonesia Padang. Abstrak: Penelitian ini bertujuan untuk menghasilkan sebuah multimedia interaktif yang valid, praktis, dan efektif pada matakuliah aplikasi software di STMIK Indonesia Padang. Metode penelitian yang digunakan dalam penelitian ini adalah Research and Development (R & D) dengan menggunakan model pengembangan Instructional Development Institute (IDI). Hasil dari penelitian ini menunjukkan bahwa validitas multimedia berdasarkan isi dan desain dikategorikan valid (79,4%). Pada uji praktikalitas, mahasiswa memberikan kategori praktis (78,65%), sedangkan pada uji keefektifan, multimedia interaktif dinilai sangat efektif karena sebanyak 37 dari 48 mahasiswa (77,08%) berhasil mencapai nilai > 70. Berdasarkan temuan ini dapat disimpulkan bahwa multimedia interaktif ini valid, praktis, dan efektif untuk dimanfaatkan sebagai media pembelajaran pada matakuliah aplikasi software di STMIK Indonesia Padang.
IMPLEMENTASI TEKNOLOGI POSITIF DALAM MENINGKATKAN KUALITAS PENDIDIKAN Hesty Aisyah; Ilham Tri Maulana; Liranti Rahmelina; Fadil Firdian
JCES (Journal of Character Education Society) Vol 3, No 1 (2020): Januari
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (271.772 KB) | DOI: 10.31764/jces.v3i1.1309

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Abstrak: Kemajuan teknologi belakangan ini tidak bisa terlepas dari semua aktifitas manusia, tidak terkecuali dalam aktivitas penyelenggaraan pendidikan. Hanya saja, diketahui kemajuan teknologi memiliki dua sisi dampak, yakninya sisi positif dan sisi negatif yang harus kita cermati secara tepat. Peserta Pesantren Ramadhan di Masjid Jabal Nur terdiri dari jenjang pendidikan SD dan SMP, peserta ini banyak yang sudah mengenal teknologi seperti Gadget, komputer, dan lain-lain. Peserta hanya mengenal teknologi tetapi masih belum mengetahui kegunaan dan fungsi serta membedakan teknologi yang baik untuk anak-anak. Hal itu yang membuat Tim PkM (Pengabdian kepada Masyarakat) mengadakan pelatihan dengan tema penggunaan teknologi positif di masyarakat. Pelaksanaan PkM ini meningkatkan kualitas peserta Pesantren Ramadhan. Tahap kegiatan yang sudah dilakukan dalam kegiatan pegabdian ini adalah memberikan pelatihan secara terpadu agar anak-anak bisa memahami penggunaan teknologi positif di masyarakat, hasilnya anak-anak memahami, dan mengetahui teknologi yang bagus digunakan dan yang tidak bagus digunakan. Rencana selanjutnya adalah pemberian tugas dan mengevaluasi tugas yang telah diberikan oleh tim pelaksana.Abstract: Recent technological advances can not be separated from all human activities, is no exception in the activities of providing education. It's just that, it is known that technological progress has two sides of impact, namely the positive and negative sides that we have to pay close attention to. Participants in the Ramadhan Islamic Boarding School at Jabal Nur Mosque consist of elementary and junior high school education, many of these participants are already familiar with technology such as gadgets, computers , etc. Participants only know technology but still don't know the uses and functions and differentiate technologies that are good for children. That made the PkM (Community Service) Team conduct training with the theme of using positive technology in the community. The implementation of this PkM improves the quality of Ramadhan Pesantren participants. The activity phase that has been carried out in this community service activity is to provide integrated training so that children can understand the use of positive technology in the community, as a result the children understand, and know which technologies are good to use and which are not good to use. The next plan is assigning tasks and evaluating the assignments given by the implementation team.
MULTIMEDIA INTERAKTIF MATA DIKLAT SISTEM OPERASI BERBASIS GUI DAN CLI Fadil Firdian; Devit Satria
Jaringan Sistem Informasi Robotik-JSR Vol 2, No 1 (2018): JSR : Jaringan Sistem Informasi Robotik
Publisher : AMIK Mitra Gama

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (379.271 KB)

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Penelitian ini bertujuan untuk menghasilkan sebuah multimedia interaktif yang valid, praktis dan efektif pada mata diklat melakukan instalasi sistem operasi berbasis GUI dan CLI di SMKN 1 Sintuk Toboh Gadang.Metode penelitian yang digunakan dalam penelitian ini adalah Research and Development (R & D) dengan menggunakan model pengembangan Instructional Development Institute (IDI). Hasil dari penelitian ini menunjukkan bahwa validitas multimedia berdasarkan isi dan desain dikategorikan sangat valid (92,13%). Sementara pada uji praktikalitas, guru/praktisi memberikan kategori sangat praktis (90,63%) dan siswa memberikan kategori praktis (78,55%). Sedangkan pada uji keefektifan, multimedia 91interaktif dinilai sangat efektif karena sebanyak 27 dari 32 siswa (84,38%) berhasil mencapai nilai > 75. Berdasarkan temuan ini dapat disimpulkan bahwa multimedia interaktif ini valid, praktis dan efektif untuk dimanfaatkan sebagai media pembelajaran pada mata diklat melakukan instalasi sistem operasi berbasis GUI dan CLI SMKN 1 Sintuk Toboh Gadang. Keywords –Multimedia Interactive, Reseach and Development, Intructional Development Institute.
The Effect of Computer Supported Collaborative Learning (CSCL) Assisted with E-Learning on Students’ Creativity in Simulation and Digital Communication Fadil Firdian; Liranti Rahmelina
Jurnal Pendidikan Teknologi dan Kejuruan Vol 27, No 2 (2021): (October)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jptk.v27i2.33945

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Previous studies have suggested that Computer Supported Collaborative Learning (CSCL) learning is effectively applied in education. However, prior research has only focused on the impact of CSCL on learning achievement and has not examined students' creativity in the learning process. This study aims to examine the CSCL assisted with e-learning media to increase students’ creativity. This study was a quantitative study with a quasi-experimental method. The research design was a pretest-posttest control group design. The validity was determined using content validity, and two experts confirmed that the instrument was acceptable. The normality and homogeneity tests were used in the prerequisite test while a t-test was used to test hypotheses. The findings reported that: (1) after learning with the CSCL assisted with e-learning media, 18.75% of students were categorized as very creative, 43.75% of students were creative, and 37.5% of students were in the acceptable category (3) the CSCL model assisted with e-learning media impact positively to the students’ creativity based on the results of the t-test proved by t count was higher than t table, namely 6.112 2.04, with a smaller significant value of 0.05 (p = 0.00 0.05). Furthermore, the results showed the gain score from four indicators of creativity was 0.655 with moderate interpretation where the highest skill was fluent thinking.  As a result, students were creative in executing product design concepts after implementing the CSCL assisted with e-learning media.
PENERAPAN BOUNDARY VALUE ANALYSIS PADA APLIKASI KEPEGAWAIAN LENKA EDUKASI Fadil Firdian; Zainul Efendy; Liranti Rahmelina
Ensiklopedia of Journal Vol 5, No 2 (2023): Volume 5 No. 2 Edisi 2 Januari 2023
Publisher : Lembaga Penelitian dan Penerbitan Hasil Penelitian Ensiklopedia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (319.022 KB) | DOI: 10.33559/eoj.v5i2.1483

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This research is motivated by an error in the data verification process that will be entered on the employee data form which consists of several fields including the place of birth and email fields so that the expected data does not match the data stored in the database. The purpose of this research is to determine the level of data accuracy and the success of the lenka edukasi staffing application running according to its function. The research method used is Black Box with Boundary Level Analysis technique. Where this method tests and analyzes the values entered in applications that have maximum and minimum value limits. Application testing is carried out on the employee data form which contains the employee registration page before carrying out further activities on the application. The selection of the employee data form is because the data on the form is related to other data in the application. The result of the research is the application of staffing lenka edukasi is able to process data with a success rate of 95.83%, so the application needs improvement so that it can run according to its function.
MAXIMING INTERNET IN LEARNING DI PANTI ASUHAN MUHAMMADIYAH DAN PANTI ASUHAN NURUL HIKMAH KOTA PADANG Fadil Firdian; Liranti Rahmelina; Ilfa Stephane
JURNAL PADI (Pengabdian mAsyarakat Dosen Indonesia) Vol 1 No 2 (2018): Jurnal PADI (Pengabdian mAsyarakat Dosen Indonesia) Vol. 1 No. 2
Publisher : STKIP PGRI Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (531.795 KB) | DOI: 10.51836/jpadi.v1i2.327

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Kegiatan pembelajaran di sekolah banyak menggunakan teknologi, salah satunya internet. Internet menjadi salah satu akses yang digunakan dalam pembelajaran terlebih dalam pembuatan tugas, maka dari itu akan berdampak pada pengetahuan pemanfaatan internet untuk anak-anak di Panti Asuhan masih sangat rendah. Permasalahan yang ditemukan adalah tidak adanya fasilitas komputer dan internet yang dapat digunakan oleh anak-anak di panti asuhan. Hal ini berdampak pada anakanak di panti asuhan dalam pembuatan tugas harus pergi ke warung internet, yang mana warung internet jauh dari lokasi panti asuhan. Pembelajaran dengan menggunakan internet untuk anak-anak masih harus diarahkan dengan baik untuk mengurangi penggunaan internet secara negatif. Pelaksanaan PKM ini diharapkan mengadakan komputer dan jaringan internet dan melaksanakan pelatihan memaksimalkan internet di dunia pembelajaran untuk mendukung dan membantuprogram pemerintah dalam meningkatkan kualitas pendidikan. Tahap kegiatan yang sudah dilakukan dalam kegiatan pegabdian ini adalah memberikan fasilitas komputer dan jaringan internet untuk pelaksanaan pembelajaran di panti asuhan, melaksanakan pelatihan memaksimalkan internet di dunia pembelajaran meningkatkan pengetahuan dan keterampilan anak-anak di panti asuhan, melaksanakan pelatihan cara penggunaan media pembelajaran interaktif jika di terapkan di pekerjaan rumah (homework). Rencana selanjutnya adalah pendampingan peserta pelatihan dalam mendesain pembelajaran disekolah menggunakan internet yang sudah diberikan melalui kegiatan pelatihan.
Zoom Meeting Practices During the Covid-19 Era Ilham Tri Maulana; Fadil Firdian; Liranti Rahmelina; Zainul Efendy; Rajab Rajab; Elisa Daniati
Journal International Inspire Education Technology Vol. 1 No. 3 (2022)
Publisher : Sekolah Tinggi Agama Islam Al-Hikmah Pariangan Batusangkar, West Sumatra, Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jiiet.v1i3.144

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Abstract— This study aims to see the practicality of using the zoom meeting application for student learning at Madrasah Diniyah Takmiliyah Awwaliyah Jabal Nur Mosque, Padang City. This Zoom Meeting is used to be able to assist teachers and students in the learning process in tahfizh learning. The research method used is a qualitative method. The type of data is primary data where the data is provided by media experts, teachers and students. The data analysis technique used is descriptive data analysis technique, namely by describing the practicality of using zoom meetings for tahfizh learning. The results of the study based on the response from the teacher of the practical zoom meeting application used for tahfizh learning with an average total score of 89%. The results of the study based on the response from the students, the zoom meeting application is quite practical which is used for tahfizh learning with an average total score of 74.88%. Based on the results of this study, it is concluded that the zoom meeting application is practical to be used as a learning medium in tahfizh learning at Madrasah Diniyah Takmiliyah Awwaliyah Jabal Nur Padang City. The results of this study are also recommended for other Diniyah Takmiliyah Awwaliyah Madrasah.
Peran Teknologi Informasi di Era Society 5.0 di Lingkungan Mesjid Jabal Nur SPN Padang Besi Kota Padang Hesty Aisyah; Weri Sirait; Fadil Firdian; Nur Azizah; Cyntia Lasmi Andesti
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 2 No. 1 (2023): Jurnal Pengabdian Masyarakata dan Riset Pendidikan Volume 2 Nomor 1 Tahun 2023
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v2i1.136

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The development of information system technology is growing rapidly so that it has an impact on trends that have emerged from the industrial revolution 4.0 and society 5.0. Higher education, one of which is an organization that contributes to educational activities in Indonesia, must be able to adapt to a number of emerging trends, including the trend of Society 5.0. Education which has also penetrated into the Jabal Nur Mosque environment in Padang City SPN needs to understand the roles and strategies that need to be assisted by the Higher Education in dealing with the era of society 5.0, by providing studies on the concepts and processes of society 5.0. From the results of observations and activities, it is obtained strategies that can be implemented by tertiary institutions, especially by increasing productivity through good cooperation between academics and mosque environmental parties to be able to support the role of information technology development through information technology management skills training for participants who are students within the Jabal Mosque environment Nur Padang City