Ali Mirza Najafi
Universitas Negeri Makassar

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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
TECHNES: Penyedia Layanan Jasa Service Berbasis Aplikasi Android M Syahid Nur Wahid; Ali Mirza Najafi; Alfaiz Sihaj; Rahel Alik; Asisah Az Zahrah Irsani
Indonesian Technology and Education Journal Vol. 1 No. 2 (2023): Volume 1: Issue 2 (Agustus 2023)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/itej.v1i2.180

Abstract

This article describes how the waterfall method approach was used for the creation of an Android app by Technes, an app-based service provider. The waterfall method is a methodical and linear approach to developing software that starts with analyzing requirements and progresses through design, testing, and implementation. In this article, we will discuss how the waterfall method was applied to the development of the Technes app to ensure it was well-organized and efficient. The waterfall methodology's requirements analysis, design, implementation, testing, and implementation phases are all thoroughly explained. Developing a solid understanding of the technical user requirements and deciding on the functionality that the app should have are the tasks involved in the requirements analysis process. An intuitive and responsive user interface is then produced during the design phase to enhance the user experience. The main concern of this article is how the waterfall methodology can help solve challenging problems when developing complex Android applications. We discuss many phases of the waterfall method such as requirements analysis, design, implementation, testing, and planning, and we illustrate how each stage contributes to the final outcome of the Technes application. The findings of the discussion show that the waterfall method can help organize, track, and evaluate each stage of app development in a clear and organized way. We also recognize the limitations of the waterfall method with respect to changing user requirements and backend operations, but these issues can be resolved with effective communication. The end result is a Technes application that fully meets user needs, has a responsive user agent, and offers a consistent user experience.