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APLIKASI PEMBELAJARAN MATEMATIKA INTERAKTIF BERBASIS MULTIMEDIA Wirawan, Raden; Awal Nur, Muhammad; Syahraeni, Rini
Jurnal Riset Teknologi dan Inovasi Pendidikan (JARTIKA) Vol 3 No 1 (2020): Januari
Publisher : Pusat Penelitian dan Pengembangan Rekarta Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (838.014 KB) | DOI: 10.36765/jartika.v3i1.28

Abstract

Abstrak: Matematika merupakan salah satu ilmu dasar yang mempunyai peranan besar dalam kehidupan sehari-hari yang dapat membentuk sikap, kecerdasan, dan kepribadian seorang anak dalam perkembangan ilmu dan teknologi. Tujuan dari penelitian ini adalah merancang sebuah aplikasi pembelajaran matematika interaktif berbasis multimedia adobe flash bagi siswa sekolah dasar. Metode penelitian yang digunakan adalah metode pengembangan multimedia dengan visual modeling menggunakan UML dan Corel Draw X7. Pembelajaran matematika interaktif ini merupakan media pembelajaran yang menyajikan materi, video dan suara berbentuk Adobe Flash Professional CS6. Hasil dari penelitian ini adalah sebuah media pembelajaran alternatif yang memberikan respon aktif bagi guru dan siswa melalui pengendalian komputer serta aplikasi ini menarik minat siswa dalam mempelajari matematika khususnya materi mengenai luas segi banyak dan lingkaran serta volume tabung dan prisma segitiga.   Abstract: Mathematics is one of the basic sciences that has a big role in daily life that can shape the attitude, intelligence, and personality of a child in the development of science and technology. The purpose of this research is to design an interactive mathematics learning application based on Adobe Flash for elementary school students. The research method used is multimedia development methods with visual modeling using UML and Corel Draw X7. The interactive mathematics learning is a learning medium that presents material, video and sound in the form of Adobe Flash Professional CS6. The result of this research is an alternative research medium that provides active response for teachers and students through computer control and this application attract students' interest in learning mathematics, especially material on the wide facets and circles and the volume of tubes and prisms triangle
SAKLAR SUARA MENGGUNAKAN ARDUINO BERBASIS ANDROID Rusli H; Sulaeman; Juniarti Iryani; muhammad awal nur
Jurnal Sistem Informasi dan Komputer (JSIKOM) Vol. 2 No. 01 (2021): JSIKOM
Publisher : LPPM STMIK BINA ADINATA

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Abstract

The research aims to: (1) produce a tool that can control the lighting of the lights at home using Android through human voice. (2) Implement a sound switch using an Android-basedArduino.The research method we use in making sound switch tool using Android-based Arduino is Action research method (Action Research) that attempts to try to get ideas into Prektik to fix or change something for real impact. As for Action research measures (Action Research): (1) plan; (2) Action; (3) Observation; (4) reflection;. The Technical data collection (1) observation; (2) interviews; (3) Library study.The results showed that (1) This tool can be turned on/off when user gives command via Android "turn on lamp/delete lamp"; (2) The sound switch using this Android-based Arduino uses the Arduino as a brain that will process the input data of the android connected through the Bluetooth module HC 05; (3) This tool is made to provide ease for people who are sick or have a physical defect to turn on and extinguish the lights remotely using Android.
PROTOTYPE ALAT PENDETEKSI KEKERUHAN DAN KEASAMAN AIR SUMUR DENGAN SENSOR LDR DAN SENSOR PH BERBASIS ARDUINO UNO DI DESA BUKIT TINGGI KECAMATAN GANTARANG KABUPATEN BULUKUMBA Roslan; samsuriadi; Raden Wirawan; muhammad awal nur
Jurnal Sistem Informasi dan Komputer (JSIKOM) Vol. 2 No. 01 (2021): JSIKOM
Publisher : LPPM STMIK BINA ADINATA

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Abstract

This study aims (1) to make a tool that knows the level of turbidity and acidity of the water using an LDR sensor and a pH sensor. (2) To connect between LDR, PH and Arduino. (3) To read the turbidity and acidity of the water using an LDR sensor and an arduino uno-based pH sensor. The research method used is SDLC (System Development Life Cycle) model with the prototype method, while the steps in the prototype are gathering needs, rapid design processes ,building prototypes and evaluations, improvements, data collection techniques, observations, interviews and literature studies. The results of this study indicate that (1) The design of a prototype for detecting turbidity and acidity of well water uses an LDR sensor which can determine the cloudiness or clarity of water and uses a pH sensor to determine the acidity and alkaline levels of the water. (2) The implementation of this arduino-based prototype turbidity and acidity detector can be used by people who do not know the pH level of the water which is good for use.
PERANCANGAN APLIKASI PEMBELAJARAN PENGENALAN NAMA WARNA BERBASIS MULTIMEDIA DI TK LESTARI DESA TAMAONA Hilmatul Wahda; Raden Wirawan; muhammad awal nur
Jurnal Sistem Informasi dan Komputer (JSIKOM) Vol. 2 No. 01 (2021): JSIKOM
Publisher : LPPM STMIK BINA ADINATA

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Abstract

This research aims to designing apps to learn to know colors in children and implement a color name recognition learning app for children with basic color merging.Research method in the design of multimedia-based color recognition learning application using Multimedia development method Luther-Sutopo Version multimedia development life cycle (MDLC) with Concept stage, Design using Macromedia Flash Fropessional 8.0, Material Collecting, Assembly, and Testing using Black Box. The method of data collection in research with the stages of Observation, Interview, and Study Library..The results of this multimedia-based color recognition learning application conclude that : (1) Has been designed multimedia-based color recognition learning application for teaching learning process in Lestari Kindergarten Tamaona Village, especially to recognize basic colors, secondary colors, and tertiary colors in indonesia and english that can help teachers in conveying their materials, with this learning medium children more easily recognize colors, (2) It has facilities in primary, secondary and tertiary color recognition learning applications provided in the form of images, animations and sounds, as well as a game that contains questions related to getting to know primary, secondary and tertiary colors
Pengenalan Teknologi Informasi (TI) dan Pelatihan Penggunaan Microsoft Office bagi Masyarakat Desa Topanda Kabupaten Bulukumba Nur, Muhammad Awal; Farida, Farida; Sulaiman, Husni
Empowerment : Jurnal Pengabdian Masyarakat Vol 4, No 02 (2021): Empowerment
Publisher : Program Studi Ilmu Hukum Fakultas Hukum Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/empowerment.v4i02.4672

Abstract

This community service activity in the form of Introduction to Information Technology (IT) and Microsoft office training aims (1) to provide an understanding of the Topanda Village community about the introduction of information technology, (2) To train the Topanda Village community in using Microsoft office (Excel, Powerpoint and Word). This activity was carried out in Topanda Village, Rilau Ale Subdistrict, Bulukumba Regency on 29-30 May 2021 which was attended by village officials, PKK members and Topanda Village youth groups. The method used in this service activity is training and lectures on the introduction of information technology. The activity began with an explanation of the material then continued with a demonstration exercise on how to operate Microsoft office. The results of this service activity are (1) increasing the understanding of the Topanda Village community regarding Information Technology and providing the ability for the Topanda Village community to operate Microsoft Office especially Excel, Powerpoint and Word programs, (2) assisting village officials in operating computerized data and speeding up the process. administration of the Topanda Village community. The community and government officials of Topanda Village, Rilau Ale District, Kab. Bulukumba was very enthusiastic about participating in this training. AbstrakKegiatan pengabdian kepada masyarakat berupa Pengenalan Teknologi Informasi (TI) dan Pelatihan Microsoft office ini bertujuan (1) untuk memberikan pemahaman masyarakat Desa Topanda tentang pengenalan teknologi informasi, (2) Melatih masyarakat Desa Topanda dalam menggunakan Microsoft office (Excel, Powerpoint dan Word). Kegiatan ini dilaksanakan di Desa Topanda Kecamatan Rilau Ale Kabupaten Bulukumba pada tanggal 29 – 30 Mei 2021 yang diikuti aparat desa, anggota PKK dan karang taruna Desa Topanda. Metode yang digunakan dalam kegiatan pengabdian ini adalah pelatihan dan ceramah mengenai pengenalan teknologi informasi. Kegiatan dimulai dengan penjelasan materi kemudian dilanjutkan dengan latihan demonstrasi cara mengoperasikan Microsoft office. Hasil kegiatan pengabdian ini adalah (1) meningkatkan pemahaman masyarakat Desa Topanda mengenai Teknologi Informasi serta memberikan kemampuan bagi masyarakat Desa Topanda dalam mengoperasikan Microsoft Office Khususnya program Excel, Powerpoint dan Word, (2) membantu aparat desa dalam mengoperasikan data secara komputerisasi dan mempercepat dalam proses pengurusan administrasi masyarakat Desa Topanda. Masyarakat dan aparat pemerintahan Desa Topanda Kecamatan Rilau Ale Kab. Bulukumba sangat antusias mengikuti pelatihan ini.
Pengaruh Keterlibatan Belajar Matematika terhadap Prestasi Belajar Matematika Siswa SMA Negeri 22 Kabupaten Gowa Muhammad Awal Nur
Jurnal Equation: Teori dan Penelitian Pendidikan Matematika Vol 5, No 1 (2022)
Publisher : IAIN BENGKULU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29300/equation.v5i1.6272

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This study aims to determine how much influence the Engagement of learning mathematics has on the mathematics learning achievement of students at SMA Negeri 22 Gowa Regency. The research method used is ex-post facto quantitative research which is causal. The population in this study were students of class XI SMA Negeri 22 Gowa with a total sample of 207 students. Data collection was carried out using instruments in the form of a learning engagement scale and report cards for the 2020/2021 academic year in mathematics. The data analysis technique used in this study is inferential statistics using simple regression analysis with prerequisite tests including normality tests, linearity tests. Based on the results of the study, it shows that there is a positive and significant influence between the Engagement of learning mathematics and learning achievement of students in SMA Negeri 22 Gowa Regency. This is proven by the value of t count = 4.113 with t table = 0.6757 and sig = 0.000 < = 0.05. It can be concluded that there is a positive and significant effect of Engagement learning mathematics on mathematics learning achievement. The magnitude of the influence of mathematics learning Engagement on mathematics learning achievement is 7.62%.
PENGARUH COGNITIVE SKILLS TERHADAP HASIL BELAJAR MATEMATIKA SECARA DARING Wahyuddin Wahyuddin; Muhammad Awal Nur; Sri Satriani
Jurnal Pendidikan Matematika (JUPITEK) Vol 5 No 1 (2022): Jurnal Pendidikan Matematika (JUPITEK)
Publisher : Program Studi Pendidikan Matematika FKIP Universitas Pattimura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/jupitekvol5iss1pp1-13

Abstract

The covid 19 pandemic that occurred resulted in the learning process being carried out online, but online learning was found to have many obstacles so that in order to make online learning effective, students' cognitive abilities must be optimized. This quantitative study aims to analyze the cognitive skills of students that can influence online mathematics learning outcomes and to describe the cognitive skills variables that have the dominant influence. This research is a quantitative survey research conducted in January-March 2021 involving 155 high school students in Makassar City, consisting of 95 women and 60 men. The research variables consisted of exogenous variables, namely cognitive skills (metacognition, reading comprehension ability, cognitive needs, and intelligence), while the endogenous variables were the results of learning mathematics. The instruments used to measure exogenous variables are questionnaires and intelligence tests that meet the validity and reliability tests. The endogenous variable is learning outcomes obtained from the documentation value of students' mathematics learning outcomes (report scores). The data was processed by descriptive analysis and inferential analysis using structural equation modeling (SEM). The results of the study indicate that metacognition and intelligence have a positive and significant effect on online mathematics learning outcomes, it means that the higher the metacognition and intelligence possessed by students, the student's learning outcomes will increase. Meanwhile, reading comprehension skills and cognitive needs were found to have no significant effect on online mathematics learning outcomes, this means that reading comprehension skills and cognitive needs have not provided sufficient evidence that they can affect online mathematics learning outcomes. The cognitive skills variable that gives the dominant influence on online mathematics learning outcomes is intelligence with a contribution of 19.53%. This shows that intelligence has a great influence on the online learning process of mathematics
PENGARUH PERHATIAN ORANG TUA, KONSEP DIRI, PERSEPSI TENTANG MATEMATIKA TERHADAP HASIL BELAJAR MATEMATIKA MELALUI MOTIVASI BELAJAR SISWA KELAS VIII SMP NEGERI DI KECAMATAN UJUNG LOE KABUPATEN BULUKUMBA Muhammad Awal Nur
MATEMATIKA DAN PEMBELAJARAN Vol 4, No 2 (2016): MATEMATIKA DAN PEMBELAJARAN
Publisher : IAIN Ambon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33477/mp.v4i2.288

Abstract

Learning outcomes of mathematics is a benchmark of high or low the quality of mathematics learning process. There are numerous factors which influence high or low learning outcomes of mathematics. However, the scope of study is on parents’ attention, self concept, and perception on mathematics and learning motivation. The study aims at discovering the influence of parents’ attention, self-concept, and perception on mathematics toward learning outcome of mathematics directly and indirectly through learning motivation. The study is an ex-post facto which casual in nature. The populations of the study were 447 grade VIII students of public junior high school at Ujung Loe subdistrict in Bulukumba district of academic years 2012/2013 with as many as 204 samples. Technique used in selecting the samples was equal size random sampling. The instrument used for the study were (1) scale of parents’attention, (2) scale of self concept, (3) scale of perception on mathematics, (4) scale of learning motivation and test of mathematics learning outcomes. Data were analyzed uing descriptive statistics analysis and SEM (Structural Equation Modelling) analysis. The results of the study indicate that (1) most of grade VIII students have parents’ attention, self concept, learning motivation which are in high categories, perception on mathematics is in good category. whereas, learning outcomes of mathematics is in fair category; (2) parents’ attention, self concept, and perception on mathematics gave positive and significant influence toward students’ learning motivation; (3) parents’ attention, self concept, perception on mathematics and learning motivation gave positive and significant influence toward learning outcomes of mathematics; (4) parents’ attention gave positive and significant influence directly through learning motivation toward learning outcomes of mathematics; (5) self-concept gave positive and significant influence directly through learning motivation toward learning outcomes of mathematics and (6) perception on mathematics gave positive and significant influence directly through learning motivation toward learning outcomes of mathematics Key words : Learning Outcomes of Mathematics, Learning Motivation, Parents’ Attention, Self Concept and Perception on Mathematics
THE INFLUENCE OF EMOTIONAL INTELLIGENCE AND SELF-EFFICACY OF LEARNING MOTIVATION IN THE CALCULUS COURSES OF STUDENTS STMIK BINA ADINATA Muhammad Awal Nur; Wahyuddin Wahyuddin
MATEMATIKA DAN PEMBELAJARAN Vol 8, No 1 (2020): MATEMATIKA DAN PEMBELAJARAN
Publisher : IAIN Ambon

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (174.254 KB) | DOI: 10.33477/mp.v8i1.1273

Abstract

The study aims to find out: (1) The direct influence of emotional intelligence towards learning motivation, (2) direct influence of self-efficacy towards learning motivation, and (3) the simultaneous direct influence between emotional intelligence and self-efficacy towards learning motivation. The samples in this study were students of the computer System study Program of STMIK Bina Adinata in Bulukumba Regency which amounted to 100 people with sampling techniques by random sampling. The research method used in this study was ex-post facto research. Data is analyzed with inferential statistics. The conclusion in this study as follows (1) The emotional intelligence is influential positive and is directly against the motivation of learning with a standardized regression coefficient of 0.261 with a value of p = 0.006 < 0.05. (2) The effective and positive effect of the self-efficacy of the learning motivation with standardized regression coefficient of 0.292 with a value of p = 0.002 < 0.05. (3) The emotional intelligence and self-efficacy jointly influence positive and significant to the motivation of learning with standardized regression coefficient of 0.261 x 0.292 = 0.0762 with value p = 0.006 x 0.002 = 0.000012 < 0.05
Sosialisasi Aplikasi Pembelajaran Interaktif Berbasis Multimedia Raden Wirawan; Muhammad Awal Nur
Madani : Indonesian Journal of Civil Society Vol. 3 No. 2 (2021): Madani, Agustus 2021
Publisher : Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/madani.v3i2.547

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The socialization of multimedia-based interactive learning applications is a community service for STMIK Bina Adinata lecturers at Inpres Elementary School Number 207 Linrungloe which aims to increase knowledge and understanding of educators, especially classroom teachers about multimedia-based learning applications. This activity is in the form of counseling about an interactive multimedia-based learning application using a computer. The method used in this service is socialization and training, starting with an explanation of the material about applications, interactive learning, and multimedia, after which an introduction to the use of applications to educators and finally explaining the use of applications to students. The results of this socialization increase the understanding and ability of educators in the application of multimedia-based learning and increase the learning interest of SDI 207 Linrungloe students in the learning process in the classroom using multimedia-based learning applications.