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DESAIN MEDIA PEMBELAJARAN BERBASIS SMARTPHONE ANDROID MENGGUNAKAN ADOBE FLASH CS 6 PADA MATA PELAJARAN SISTEM OPERASI KOMPUTER SMK GUNUNG SARI 1 MAKASSAR Ashabul Taufik; Andi Muh. Akbar Saputra
Jurnal Publikasi Teknik Informatika Vol 2 No 1 (2023): Januari: Jurnal Publikasi Teknik Informatika
Publisher : Sekolah Tinggi Ilmu Ekonomi Trianandra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupti.v1i1.1195

Abstract

This study aims to find out how to design Android smartphone learning media and the feasibility level of Android smartphone learning media in computer operating system subjects. This study uses the Research and Development research method, using the 4D development model, namely Define, contains activities to determine what products will be developed, along with their specifications. This stage is a needs analysis activity, carried out through research and literature studies. Design (Design), contains activities to create a design for a predetermined product. Development (Development), contains the activities of making a design into a product and testing the validity of the product repeatedly until a product is produced according to predetermined specifications. Dessemnation (Dissemination), contains the activities of disseminating products that have been utilized by others. The production stage produces the initial product which is then reviewed by material experts and media experts. The results of the review were revised according to the suggestions of the two experts. In the evaluation stage, the product being tested on students, the test subject was a class X TKJ SMK Gunung Sari 1 Makassar. Data is obtained by price, scores are given on a scale of 1-4. The results obtained from the validation of media experts were 78.33%, and the validation results from material experts were obtained 92.30%, with an average proportion of the two validators being 85.31%. The results of the small trial were in the good category with a proportion of 100%, then the large group trial was 75% in the good category with a frequency of 12 people, then 25% in the fairly good category with a frequency of 4 people. Based on these results, learning media for Android smartphones using Adobe Flash CS6 get a good view of being used as learning media. Thus it can be concluded that the learning media product based on an Android smartphone using Adobe Flash CS6 has complied with research and development principles and is well used in the learning process for class X SMK TKJ SMK Gunung Sari 1 Makassar
Pengembangan Sistem Pendukung Keputusan Penelusuran Minat Bakat Siswa SMP Dalam Memilih Jurusan di SMK Berbasis Web Abdillah SAS; Andi Muh Akbar Saputra; Muh Fadli Fausi Sahlan
Jurnal Fokus Elektroda : Energi Listrik, Telekomunikasi, Komputer, Elektronika dan Kendali) Vol. 7 No. 3 (2022): Jurnal Fokus Elektroda Vol 7 No 3 2022
Publisher : Jurusan Teknik Elektro Fakultas Teknik Universitas Halu Oleo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (289.527 KB) | DOI: 10.33772/jfe.v7i3.1

Abstract

The study aims at (1) designing the development of SPK (Decision Support System) of studens’ talent interests with web basis, (2) determining studens majors based on talents and interests, (3) designing the easier application, research population was the students of SMP who where about to graduate of students of SMK who were just accepted in the school. The SPK being built can determine the majors, learning styles, and personality of students based on the answers being questioned. Data colleting techniques used in this study were interview, literature review, and questionnaire. Data processing instruments of the study were structural equation modeling, black box testing, alpha, and beta testing. The results of the study reveal that the SPK of talents and interests with web basis can be designed and easier for the students in determining the majors at SMK because the SPK made had been tested fuctionality with very feasible category with the ttal percentage of 100%. Based on the usability test, this SPK is categorized as very good with the percentage of 100%. Based on the usability test, this SPK is categorized as very good with the percentage of 89.63%. Based on the result of SEM test by including various factors which were considered as influencing the saticfaction of SPK users, it is concluded that the factors of system quality, information quality, and interation quality influence the satisfaction of SPK users; wheres, the service quality has no influence of satisfaction to SPK users Keyword — decision support systems, majors in SMK, web applications, structural equation modeling.
MOBILE-BASED BUS RAPID TRANSIT (BRT) PAYMENT INFORMATION SYSTEM Andi Muh. Akbar Saputra; Ashabul Taufik
Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol. 3 No. 1 (2023): Maret : Jurnal Teknik Mesin, Elektro dan Ilmu Komputer
Publisher : Amik Veteran Porwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/teknik.v3i1.1231

Abstract

With current technological developments, mobile phones can provide Bus Rapid Transit (BRT) transportation payment systems that still use ineffective tickets where passengers have to queue to buy ticket tickets. As well as the physical condition of the ticket which is easily wet and torn. In fact, currently there are many payment systems that use technology assistance as a payment method that can minimize queues for purchasing transportation tickets. Such as smart cards used by Trans Jakarta transportation and the use of smartphones as a means of payment for Go-Jek and Grab transportation. So we need an innovation that can replace the BRT payment system which still uses tickets using the current technology. For this reason, a mobile-based Bus Rapid Transit (BRT) payment system was created so that passengers can easily make transportation payments. This system can validate voucher codes and make payments.
Pemanfaatan Animasi sebagai Media Pembelajaran Berbasis Teknologi untuk Meningkatkan Motivasi Belajar Eka Melati; Ayyesha Dara Fayola; I Putu Agus Dharma Hita; Andi Muh Akbar Saputra; Zamzami Zamzami; Anita Ninasari
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.2988

Abstract

This study examines the utilization of animation as a technology-based learning media to enhance student motivation. In the midst of rapid advancements in information and communication technology, education requires innovative transformation in learning methods. Animation has been recognized as an effective tool to enrich student learning experiences through clear and interactive visual representations. The aim of this research is to analyze literature related to the utilization of animation as a learning media, explore its benefits and challenges, and convey the contribution of this study to the development of innovative learning practices. The method employed in this research is literature review, where data is obtained through analysis of theoretical sources and relevant studies. The results of the literature analysis indicate that animation holds great potential in enhancing student motivation, engagement, creativity, and personalized learning. However, it is crucial for educators and researchers to pay attention to good animation design and the role of educators in facilitating effective animation utilization. This research contributes to the development of innovative learning practices and enriches the understanding of the utilization of animation as an effective learning media in enhancing student motivation.
Pendidikan Karakter Melalui Pembelajaran Hybrid Berbasis Kearifan Lokal Untuk Mengembangkan Potensi Siswa Andi Muh Akbar Saputra; Nining Huriati; Arkam Lahiya; Amaludin Bahansubu; Agus Rofi'i; Taupiq Taupiq
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.3050

Abstract

This article discusses character education through hybrid learning based on local wisdom to develop students' potential. The concept of character education today should not only focus on universal normative values, but also need to accommodate local wisdom that exists in the student's social environment. Hybrid learning is a learning approach that combines face-to-face classes with online learning. This learning is the right alternative in the effort to develop students' potential, because it can provide opportunities for students to learn independently, optimize the use of information and communication technology, and can build children's character growth. This research found that hybrid learning based on local wisdom can help students in developing their character, such as self-confidence, work ethic, and creativity. The results of this study are expected to contribute and guide educators to enrich learning methods and integrate local wisdom in character learning.
Analisis Kesalahan EBI Dalam Papan Merek Toko Jalan R.E. Martadinata Hingga Jalan Muradi Kota Sungai Penuh Frans Sudirjo; Umul Khasanah; Nelvia Susmita; Mas’ud Muhammadiah; Andi Muh Akbar Saputra; Petrus Jacob Pattiasina
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.3097

Abstract

This study is intended to analyze Indonesian-language errors in the writing of store signage in the Sungai Penuh City area. The object of his research was the writing on the signboards of shops, billboards, and banners in the Sungai Penuh City area. Researchers chose the brand board of the store in Sungai Penuh City as the research site because in this region there were a lot of writing errors on the signboards of shops. This research was conducted using a qualitative approach with a descriptive method. This study aims to determine the form of EBI errors in the form of the use of capital letters and absorption elements contained in the writing of the store brand sign on R.E. Martadinata street to Muradi Street, Sungai Penuh City. Based on the data found in the field and the results of the analysis, it can be concluded that many errors in Indonesian language were found in the writing of store signage found along R.E. Martadinata street to Jalan Muradi, Sungai Penuh City. This is because there are still many store brands whose writing is not / does not comply with good and correct Indonesian rules. Of the 30 billboards, 3 billboards were found that experienced EBI errors in the form of capital letter usage and 27 billboards that experienced EBI errors in the form of the use of absorption words contained in billboard writing on R.E. Martadinata street to Jalan Muradi, Sungai Penuh City.
Pemanfaatan Teknologi Artificial Intelligence (AI) Dalam Menghadapi Tantangan Mengajar Guru di Era Digital Joupy G. Z. Mambu; Dedek Helida Pitra; Aziz Rizki Miftahul Ilmi; Wahyu Nugroho; Natasya V. Leuwol; Andi Muh Akbar Saputra
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.3304

Abstract

This article aims to review the use of Artificial Intelligence (AI) technology in dealing with teachers' teaching challenges in the digital era. The digital age has rapidly changed the educational landscape, affecting the roles and tasks of teachers. They are faced with new challenges, such as managing an abundance of information, adapting teaching styles to individual needs, and providing effective feedback to students. In the face of these challenges, AI technology offers significant potential. This article will outline several ways in which AI technology can be utilized in the context of education. First, AI can assist teachers in managing data and information by using advanced algorithms to analyze and interpret student data. Second, AI technology can support the personalization of learning. Third, AI can be used to provide effective feedback to students. However, there are some challenges that may arise in the utilization of AI technology in the context of education. One of them is the concern about student data privacy and security. In addition, it is also important to consider that AI technology cannot completely replace the role of teachers, but only serves as a powerful tool. In conclusion, the utilization of AI technology can provide significant benefits for teachers in facing challenges in the digital era. By utilizing AI, teachers can manage data more efficiently, provide personalized learning, and provide effective feedback to students. However, it is important to keep in mind the limitations and challenges associated with the use of AI technology in education.
Pemahaman Dan Penguasaan Model-Model Komunikasi (Studi Empiris Terhadap Mahasiswa Program Studi Ilmu Komunikasi Fakultas Ilmu Sosial Dan Ilmu Politik Universitas Pattimura) Olivia Tahalele; Fatima Suatrat; Sandra Ivonnie Telussa; Johana Nahuway; Haryati Haryati; Andi Muh Akbar Saputra
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.3366

Abstract

The communication model is a simple description of what is needed for communication to occur by abstractly representing its important characteristics and eliminating irrelevant details. This study examines the understanding and mastery of communication models by students of the Communication Science Study Program, Faculty of Social and Political Sciences, Pattimura University. The research was conducted using a quantitative method with a sample size of 30 respondents. The research data consisted of primary and secondary data collected through literature study, observation, structured interviews, and student evaluations. The data were analyzed quantitatively using a descriptive percentage analysis. The results showed that overall, the average achievement of understanding and mastery of communication models by most students was 80%, with only a small percentage of students still lacking understanding and mastery (14%) and a minority who did not understand and master the models (6%). This finding provides valuable input for strengthening the learning process of communication models in lectures and serves as a collective consideration for further actions that should be implemented by course instructors in order to maximize the understanding and mastery of communication models among students of the Communication Science Study Program, Faculty of Social and Political Sciences, Pattimura University.
Analisis Soft Skill Dan Hard Skill Siswa Dalam Mendukung Kebutuhan Industri 4.0 Di SMKN 2 Yogyakarta Abdi Sakti Walenta; Ayu Hendra; Siti Nurqaidah; Destri Wahyuningsih; Andi Muh Akbar Saputra
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.3418

Abstract

Indonesia is one of the countries that has experienced industrial development to date. Education in Indonesia also experiences competition and challenges that are expected to balance the industrial era 4.0. The background of this research is the industry-based school education system implemented at SMKN 2 Yogyakarta during the industrial era 4.0. Therefore, this research is intended to find out how schools apply in improving students' soft skills and hard skills in the digital era at SMKN 2 Yogyakarta. The results of this research are expected to be useful for schools to improve the methods that have been implemented so that schools can be even better at honing their soft skills and hard skills. This type of research is a descriptive qualitative research. Collecting data using the method of observation, interviews, and documentation. The population in this study were school principals, heads of departmental programs (kaprog), teachers, and students. Data analysis was performed by transcript, coding, grouping, comparing, and contrasting. The results of this study indicate that: 1) SMKN 2 Yogyakarta has implemented several elements of soft skills which include: communication skills, thinking skills, problem identification skills, leadership, and conducting soft skill training. 2) Forms of increasing hard skills implemented at SMKN 2 Yogyakarta include: basic computer use and additional training in improving students' hard skills. 3) In the industrial era 4.0, SMKN 2 Yogyakarta has implemented: aligning the curriculum with the industrial world, completing facilities and infrastructure as much as possible, and preparing student human resources so they can balance in today's digital era.
Analisis Praktikalitas Media Pembelajaran Interaktif Berbasis Swishmax Dalam Materi Hukum Newton Dan Penerapannya Kelas VIII SMP Ratna Indriasari; Andi Muh Akbar Saputra; Enny Zarvianti
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.3419

Abstract

In the era of technology and information that continues to develop, the use of interactive learning media is an important focus in education. However, in-depth research is still needed to test the effectiveness of SwishMax-based interactive learning media in improving student learning outcomes. This study aims to analyze the effectiveness of SwishMax-based interactive learning media on Newton's law material and its application in class VIII SMP. The method used in this research is 4D (Define, Design, Develop, Disseminate) in the development of learning media. This research trial involved students and teachers to collect data on the practicality of the developed learning media. The results showed that SwishMax-based interactive learning media was very practical for students to use in learning with a practicality percentage of 89.37%. In addition, this learning media was also found to be very practical when used in other classes. In conclusion, interactive learning media based on SwishMax on Newton's Laws and Their Applications in class VIII of junior high school meets the criteria of being very practical and effective.