Rafika Hutami Putri
Universitas Negeri Makassar

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

GAMIFICATION SEBAGAI STRATEGI PENINGKATAN KUALITAS BELAJAR MAHASISWA JURUSAN TEKNIK INFORMATIKA DAN KOMPUTER UNIVERSITAS NEGERI MAKASSAR Nur Fakhrunnisaa; Rafika Hutami Putri; Marwan Ramdhany Edy; Armiana Armiana; Zainab Zainab; Muh Juharman
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 (249.369 KB) | DOI: 10.61255/jupiter.v1i1.11

Abstract

Gamification is a step that can be taken in helping students achieve their learning goals. In general, students do not like to do repetitive work for a long time, but are willing to spend a lot of time playing games. This study aims to see students' perceptions of the application of Gamification in learning in the Department of Informatics and Computer Engineering, Makassar State University. This descriptive research was conducted to see student responses after application. Students of Makassar State University in the Department of Informatics and Computer Engineering consisting of 2 study programs, namely Computer Engineering and Informatics and Computer Engineering Education. The data collection technique uses a Google Form questionnaire with 25 statements. Statements are grouped into two parts, namely favorable and Unfavorable statements, which are statements that support and do not support an object. Data obtained through the Likert Scale using qualitative descriptive statistics. This analysis is intended to describe the characteristics of the data on each variable. The results showed that the application of Gamification in active learning can improve learning performance in student learning
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.