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Analisis Penggunaan Syam Ok pada Pembelajaran Online di Universitas Negeri Makassar Muhammad Haristo Rahman; Andi Devina Yaritsha Darius; Muhammad Alif Leo; Hartini Ramli; Rifqa Awalia
Jurnal MediaTIK Vol 6, No 1 (2023): JANUARI
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jmtik.v6i1.46567

Abstract

Alasan terbanyak mengapa mahasiswa banyak menggunakan internet karena metode pembelajaran yang menerapkan e-learning, sehingga pentingnya untuk dilihat atau di kaji lagi lebih mendalam dengan cara menggunakan persepsi mahasiswa mengenai mata kuliah yang dilaksanakan secara e-learning dengan SYAM-OK sebagai fasilitator penyedianya. Adapun maksud dari tujuan penelitian ini adalah untuk memperdalam pengetahuan tentang persepsi mahasiswa terhadap pelaksanaan mata kuliah Pemrograman Web bebasis e-learnin dengan menggunakan pendekatan kualitatif. Adapun populasi yang peneliti ambil dari penelitian ini adalah mahasiswa yang pernah atau tengah mengambil mata kuliah Pemrograman Web. Sampel penelitian berupa 55 mahasiswa Jurusan Teknik Informatika dan Komputer. Teknik pengumpulan data berupa Google Form dengan 10 pernyataan dan 1 saran sebagai opsional. Analisis data yang digunakan dalam penelitian berupa pengumpulan data, reduksi data, penyajian data, dan pemberian kesimpulan. Hasil penelitian menampilkan sebagian besar mahasiswa mampu menjalankan mata kuliah Pemrograman Web secara e-learning dengan catatan optimalisasi penggunaan SYAM-OK sebagai fasilitatornya. 
EFEKTIVITAS PENERAPAN METODE GAMIFICATION BERBASIS ONLINE TERHADAP PENCAPAIAN KOMPETENSI PADA MAHASISWA UNIVERSITAS NEGERI MAKASSAR Wahyu Hidayat M; Ali Mirza Najafi; Fariz Ramlan; Febrianti Tandi Ra’pak; Muhammad Alif Leo; Fadhlirrahman Baso
Jurnal Pendidikan Terapan Vol 1, No 1 January (2023)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (365.756 KB) | DOI: 10.61255/jupiter.v1i1.2

Abstract

Gamification is the application of game elements into applications to increase student motivation, interest and involvement in accessing and using applications. The development of the internet in the learning aspect has great potential to create a change in a more modern learning system that is in line with the digitalization that is currently occurring along with current technological developments.  The internet has characteristics as a learning medium, namely as an interactive learning medium, thus enabling synchronous and asynchronous communication between educators and students.  This study applies a quantitative research method with a survey approach.  Data analysis in this study used descriptive analysis method because the data obtained was in the form of numbers so it was necessary to use an approach to be able to process the statistical or mathematical data obtained.  The advantage of this method is that the conclusions obtained are more measurable and comprehensive.  The application of the gamification method in the online learning process has quite a big impact on competency achievement and the development of knowledge and skills in Makassar State University students
Inovasi Jasaku: Pengaruh Website Terhadap Kemudahan Perbaikan Rumah Oleh Tukang Dan Masyarakat Wahyu Hidayat M; Nurul Asia; Noer’ Ain; Rafika Hutami Putri; Rian Mizar Mirdad; Muhammad Alif Leo
Journal of Vocational, Informatics and Computer Education Vol 1, No 1 (2023): Juni 2023
Publisher : PT. Lontara Digitech Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61220/voice.v1i1.20231

Abstract

JasaKu’ merupakan sebuah website yang memudahkan masyarakat dalam memesan jasa perbaikan rumah dan membantu para tukang dalam mempromosikan jasa mereka. Namun, penggunaan teknologi informasi dalam bisnis ini juga memiliki tantangan, seperti masalah keamanan data dan biaya pengembangan website. Pengembangan website JasaKu’ sebagai solusi untuk memudahkan masyarakat dalam memesan jasa perbaikan rumah dan membantu tukang dalam mempromosikan jasanya. Penelitian ini menggunakan metode wawancara untuk memahami pengaruh website terhadap kemudahan perbaikan rumah oleh tukang dan masyarakat. Hasil analisis menunjukkan bahwa website jasa perbaikan rumah memiliki pengaruh yang signifikan dalam mempermudah perbaikan rumah dan meningkatkan kepercayaan antara tukang dan masyarakat.
Peningkatan Kompetensi Front End Web Programming: Pelatihan Bahasa Pemrograman HTML dan CSS bagi Mahasiswa M. Miftach Fakhri; Muhammad Fardan; Muhammad Alif Leo; Wulandari; Muh. Dadang Hawari
Jurnal Sipakatau: Inovasi Pengabdian Masyarakat Volume 1 Issue 1 Desember 2023: Jurnal Sipakatau
Publisher : PT. Lontara Digitech Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61220/jsipakatau.v1i1.235

Abstract

This program proposes and evaluates the implementation of a training programme titled "Improving Students' Front End Competencies by focusing on HTML and CSS" to prepare students' web programming competencies. A preliminary study was conducted to analyse students' initial HTML and CSS competency levels which will provide the basis for designing an appropriate training programme. The implementation of the programme was carried out in accordance with the plan and schedule that had been set. Evaluation was conducted through monitoring participants' participation and their responses during the socialisation activities.  The results of this study are expected to provide insight into the effectiveness of a programme to improve HTML and CSS skills in building front end websites. The conclusion of this research can provide a basis for the development of students' web programming front end competence in HTML and CSS.
Pembuatan Sistem Kebakaran Ruang Server Berbasis Web pada DISKOMINFO Kota Makassar Wahyu Hidayat M; Khairul Imam MJ; Jumadil Ahmad Safii; Muhammad Alif Leo; Ahmad Faris Al Faruq
Progressive Information, Security, Computer, and Embedded System Vol 1 No 1 (2023): Vol. 1, No. 1 Maret (2023)
Publisher : Sakura Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/pisces.v1i1.21

Abstract

Development of Web-Based Fire Alarm System in Server Room at Diskominfo Makassar City. Diskominfo Makassar City is an institution that carries out some of the regional government affairs of Makassar City in the  field of communication and informatics. Makassar City Diskominfo has a server room to handle services in the communications and informatics sector for sub-districts and villages in Makassar City. Making a web-based fire alarm is intended as a form of meeting server room security standards in terms of fire threats that can occur at any time and helping to supervise or monitor the server room. The working method or procedure for making this tool goes through the stages of analysis, design, implementation, and testing. The main components needed consist of a KY026 fire sensor, MQ2 sensor, ESP8266 microcontroller, and Laravel 7. This fire alarm tool utilizes Internet of Things (IoT) technology so that the tool can be connected to web applications. This tool detects indications of fire based on the flame wave indicator and carbon monoxide gas through the KY026 flame sensor and MQ2 sensor. Users of this tool will receive email notifications if there is a fire in the server room. It is easy for users to monitor server rooms by accessing web applications built using Laravel 7. This website is still local and can be accessed via a search engine with the address 192.168.43.244. This tool is expected to minimize damage and accelerate the handling of fire incidents in the server room. Testing of this tool was carried out on two components, namely the KY026 fire sensor and the MQ2 sensor. Based on the results of the tests that have been carried out, both components are able to detect fire indicators at certain distances. This is proven by the user receiving a fire notification when the component detects a wave of fire or carbon monoxide gas and the user can monitor the condition of the server room in real time.