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Validating The ISO 9000 Construct of Measurement Instrument Through Application of RASCH Model Saad, Rohaizah; Yusuff, Rushami Zein; Abas, Zakaria; Abd Aziz, Azrilah; Masodi, Mohd Saidfudin
The Asian Journal of Technology Management (AJTM) Vol 4, No 1 (2011)
Publisher : School of Business and Management Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

There are numerous researches conducted on the issues related to ISO 9001 quality management system. Among the issue is the impact of the ISO 9001 quality management system implementation on the performance of the organization. However the findings from the research appeared as inconclusive. Few literature suggest that the inconclusive result may due to the level of ISO 9000 implementation therefore further research is required. Generally the data collected for these types of researches are through mailed questionnaires and analyzed it using SPSS and SEM. In line with that this study also developed questionnaires correspond to a 5 point Likert to assess the implementation of ISO 9000 in the organization. As a result 231 items are identified within five dimensions. The five dimensions are derived from ISO 9001 and ISO 9004 quality management standards requirement and guidelines. Among the dimensions are management responsibility, resource management, product realization, measurement improvement and innovation and organizational performance. The questionnaires are sent to 78 automotive based companies located in the Northern region of Peninsular Malaysia. 19 questionnaires were returned and used as pilot test to validate and calibrate the instrument. The responds from the organization are tabulated and run in WinSteps software for the purpose of validating and calibrating the instrument by implementing the Rasch ‘quality control’ and reduction of items. Not all the outfit items are removed from the instruments, Rasch Model did provide room for the researcher to make decision either to remove or not those outfit items. In this study those outfit items need to be corrected in order to ensure that the instrument is reliable and fit to measure the performance of the organization. As a result 68 items are removed from the questionnaires.Keyword: rasch model, ISO 9001, quality control and items reduction.
Pendampingan Masyarakat dalam Budidaya Rumput Laut di Kepulauan Sapeken Kabupaten Sumenep Jawa Timur Nurwidodo, Nurwidodo; Rahardjanto, Abdulkadir; Husamah, Husamah; Mas'odi, Mas'odi
International Journal of Community Service Learning Vol 2, No 3 (2018): August 2018
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (574.552 KB) | DOI: 10.23887/ijcsl.v2i3.14770

Abstract

Budidaya rumput laut di Kepulauan Sapeken Kabupaten Sumenep sangat potensial untu dilakukan, namun pada kenyataannya para nelayan/petani masih mengalami banyak kendala, sehingga aktivitas tersebut belum memiliki kontribusi bagi peningkatan kesejahteraan masyarakat. Tim telah melakukan kegiatan pengabdian di Kepulauan Sapeken Kabupaten Sumenep, sehingga artikel ini bertujuan mendeskripsikan implementasi pendampingan masyarakat dalam budidaya rumput laut di daerah tersebut. Subjek dalam pengabdian adalah 2 kelompok tani rumput laut (masing-masing terdiri atas 10 orang pembudidaya).  Kegiatan pengabdian ini dilaksanakan selama delapan bulan. Metode yang digunakan dalam pengabdian ini adalah survey, demonstrasi, dan praktek langusng, dan evaluasi. Keterlaksanaan atau keberhasilan pengabdian didasarkan pada terpenuhinya indikator-indikator proses pengabdian dan produk yang dihasilkan dalam pengabdian, Kegiatan pengabdian dievaluasi dalam hal proses dan akhir kegiatan. Kegiatan pengabdian dianggap telah berhasil bila persentase keterlibatan dan keaktifan masyarakat mencapai ≥75%, masyarakat mampu melakukan budidaya. Hasil evaluasi menunjukkan bahwa masyarakat mitra sangat antusias terlibat, 100% terlibat dalam budidaya, da nada peningkatan produksi budidaya rumput laut. Dapat disimpulkan bahwa pengabdian masyarakat telah diimplementasikan sesuai dengan rencana.
TRADITION OF KIAI KINSHIP AT ISLAMIC BOARDING SCHOOL IN MADURA (Study on Trah, Kiai Kinship, Islamic boarding school in Sumenep) Mas'odi, Mas'odi
EDUKASIA Vol 14, No 1 (2019): EDUKASIA
Publisher : Program Studi Pendidikan Agama Islam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21043/edukasia.v14i1.3641

Abstract

The purpose of this research is to know deeply about social network of kinship tradition or Trah in Madurese tradition which is defined as "toronan / na’ poto" in which written sequence lineage from a family on kiyai kinship tradition in Madura. Islamic boarding school in Madura average there is still linkage of genealogy or Trah from other islamic boarding school families.The kiyai kinship tradition in some Islamic boarding schools in Madura is closely related to the past of their founders or ancestors who were called "old kiyai" founders of the first Islamic boarding school. The elderly chaplain or founder of islamic boarding school who deliberately matches his grandchildren to another islamic boarding school who is still one family / one of the closest family kiyai is as elderly as the child of his sister, the son of his uncle etc. thus giving birth to new Trah that grow and develop to this day. The method used in this research is Field Research, ie field research conducted in order to collect primary data in the field by using observation, interview and documentation. In addition, this data collection is also equipped with Library Research, which is the use of references in the form of reading books related to research themes to support field dataKeywords: Trah, Patron-Client Social Relations, Kinship
The Use of Video Games in Literacy Education and Development: What Have We Learned? Mahmoodi Shahrebabaki, Masoud
The Journal of Educational Development Vol 7 No 2 (2019): June 2019
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jed.v7i2.29880

Abstract

The growth of video gaming popularity has traversed the entertaining area and is finding its place in the educational arena as well. The educational potentials of video games have prompted literacy practitioners and researchers to embark on using video games for the purpose of increasing the quality and productivity of literacy education. The current theoretical article reviews the latest theories and research findings related to the general use of video games in education with an eye towards the literacy instruction in particular. The material selected for this systematic review consisted of both theoretical and empirical articles about the use of video games in learning and teaching of literacy in the educational contexts. Even though there is tangible evidence as to the positive effects of digital games on students` learning, there is still a dearth of converging evidence as to the practical benefits of inclusion of video games in literacy education. The available evidence are mostly the results of correlational studies, and we still need a connected research stream in pursuit of finding the predictive potentials of the video gaming in literacy instruction.
Implementasi Teknologi Tepat Guna untuk Mengatasi Permasalahan IRT Ramuan Madura di Kabupaten Sumenep Rahardjanto, Abdulkadir; Nurwidodo, N.; Mas?odi, M.
International Journal of Community Service Learning Vol 3, No 4 (2019): November 2019
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1462.203 KB) | DOI: 10.23887/ijcsl.v3i4.21788

Abstract

Kegiatan pengabdian terkait dengan ramuan Madura, yang berorientasi pada terciptanya kemandirian masyarakat, sebagai hasil introduksi pengetahuan dan teknoligi tepat guna (TTG) sangat diperlukan. Artikel ini bertujuan menganalisis implementasi pemanfaatan teknologi tepat guna berbasis solar cell untuk mengatasi permasalahan IRT Ramuan Madura di Kabupaten Sumenep. Mitra PPTTG ini, yaitu Kelompok Ramuan Madura ?Gilang Emas Group? dan Kelompok Ramuan Madura ?Maju Jaya?. Instrumen kegiatan meliputi materi presentasi, produk, alat dokumentasi, buku catatan, dan instrumen evaluasi. Metode pengabdian adalah survey, demonstrasi, dan praktek langsung, dan evaluasi. Data dikumpulkan dengan terlibat langsung dalam aktivitas mitra. Data dianalisis secara deskriptif. Kegiatan dianggap berhasil bila mitra mahir menggunakan TTG, keterlibatan dan keaktifan mitra ?75%, ada peningkatan kuantitas dan kualitas produk, serta ada peningkatan omzet. Berbagai kegiatan dilakukan pengabdi, yaitu koordinasi dan konsolidasi tim, serta penyamaan persepsi dengan mitra, pendesainan, penyiapan, dan pembuatan, penyerahan TTG, pelatihan, dan pemanfaatan TTG oleh mitra, serta monitoring dan evaluasi. Dpat disimpulkan bahwa kegiatan pengabdian telah dilaksanakan dengan sangat baik, sesuai dengan target yang telah ditetapkan.  Kata Kunci: Ramuan Madura, ramuan tradisional,  Kabupaten Sumenep, teknologi tepat guna
Koherensi Program Pembentukan Kepribadian dan Kepemimpinan Universitas Muhammadiyah Malang dalam Pengembangan Pendidikan Karakter dan Budaya Bangsa ., Mas’odi
Jurnal Kebijakan dan Pengembangan Pendidikan Vol 2, No 2 (2014): Juli
Publisher : Program Studi Magister Pedagogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (259.677 KB) | DOI: 10.22219/jkpp.v2i2.1916

Abstract

Koherensi Program Pembentukan Kepribadian dan Kepemimpinan Universitas Muhammadiyah Malang dalam Pengembangan Pendidikan Karakter dan Budaya BangsaMas’odiMagister Kebijakan dan Pengemabangan Pendidikan Program Pascasarjana Universitas Muhammadiyah MalangEmail: thinker_odie@yahoo.comAbstract:Character education is expected to solve the moral degradation. One of the character educations is implemented by UPT. P2KK and it is very interesting to research. This study used qualitative method. Data collection used in this study was observation, interview, and documentation. The focus of this study in collecting and data analysis about coherences of P2KK with Ministry of National Education vision 2025, coherences of P2KK with character education of value and culture of Indonesia, and finding out about theconcept, principles, and procedure of character education implementation in P2KK. The data analysis show that P2KKis coherence with Ministry of National Education vision 2025, the implementation process of P2KK encompasses as aspired by Ministry of National Education. Similar to character education value and Indonesian culture, P2KK educates some values, which contain in character and value. P2KK implementation concept is based on the need and cases found. The principles of P2KK give character education to University of Muhammadiyah Malang students. The procedure of P2KK used Experience Learning approach.Keywords: coherences, P2KK, character education, Indonesian culture.Abstrak:Pendidikan karakter diharapkan dapat mengatasi degradasi moral. Salah satu pendidikan karakter dilaksanakan oleh UPT. P2KK dan sangat menarik untuk penelitian. Penelitian ini menggunakan metode kualitatif. Pengumpulan data yang digunakan dalam penelitian ini adalah observasi, wawancara, dan dokumentasi. Fokus penelitian ini dalam mengumpulkan dan analisis data tentang koherensi dari P2KK dengan Departemen visi Pendidikan Nasional 2025, koherensi dari P2KK dengan pendidikan karakter nilai dan budaya Indonesia, dan mencari tahu tentang theconcept, prinsip, dan prosedur pelaksanaan pendidikan karakter di P2KK. Data analisis menunjukkan bahwa P2KKis koherensi dengan Departemen Pendidikan Nasional visi 2025, proses pelaksanaan P2KK meliputi sebagai dicita-citakan oleh Departemen Pendidikan Nasional. Mirip dengan nilai pendidikan karakter dan budaya Indonesia, P2KK mendidik beberapa nilai, yang berisi dalam karakter dan nilai. Konsep pelaksanaan P2KK didasarkan pada kebutuhan dan kasus yang ditemukan. Prinsip-prinsip P2KK memberikan pendidikan karakter Universitas Muhammadiyah Malang siswa. Prosedur P2KK menggunakan pendekatan Pengalaman Belajar.Katakunci: koheren, P2KK, pendidikan karakter, budaya Indonesia
PENINGKATAN TEKNIK DASAR SMASH PERMAINAN BOLAVOLI MELALUI PENGGUNAAN MEDIA BOLA GANTUNG Imam Almaturidi; Andi Fepriyanto; Mas’odi
STAND Vol 1 No 1 (2020): STAND : Journal Sports Teaching and Development
Publisher : UNIVERSITAS PGRI ADI BUANA SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/j-stand.v1i1.2330

Abstract

Permasalahan yang muncul pada saat kegiatan pembelajaran bolavoli di MTsN 2 Sumenep adalah pada saat mempraktikkan Smash pada tahap awalan,tolakan, melayang, dan mendarat. masih ada banyak siswa yang memiliki kemampuan smash kurang baik dan sebagian siswa lainnya memiliki kemapuan smash yang baik. Sering kali siswa dalam melakukan gerakan smashpada tahap melayang tangan yang seharusnya menjulur keatas tidak dilakukan secara baik dan telapak tangan tidak dibuka secara lebar. Tujuan dari penelitian ini adalah meningkatkan teknik dasar smash permainan bolavoli melalui penggunaan media bola Gantung. Penelitian ini dilakukan pada siswa kelas 7 H di MTsN 2 sumenep. Menggunakan metode penelitian tindakan kelas (PTK) dengan subjek pada penelitian ini adalah seluruh siswa 7H MTsN 2 Sumenep berjumlah 31 siswa. Hasil penelitian menunjukkan bahwa peningkatan teknik dasar smash bolavoli siswa pada siklus I dengan penggunaan media bola gantung diperoleh smash sikap permulaan 16 siswa, sikap awalan 15 siswa, sikap perkenaan dengan bola 19 siswa dan sikap mendarat 17 siswa. Sedangkan pada siklus II diketahui bahwa siswa benar sikap permulaan 25 siswa, sikap awalan 27 siswa, sikap perkenaan dengan bola 29 siswa dan sikap mendarat 29 siswa.sehingga dapat disimpulkan bahwa ada peningkatan teknik dasar smash bolavoli pada siswa siswa 7H MTsN 2 Sumenep melalui penggunaan media bola gantung.
The Implication of ICT (Information and Communication Technology) based learning to increase students' learning motivation Eliyanti, Marlina; Dodi, Mas
International Conference on Elementary Education Vol. 2 No. 1 (2020): Proceedings The 2nd International Conference on Elementary Education
Publisher : Elementary Education Study Program School of Postgraduate Studies Universitas Pendidikan Indonesia in collaboration with UPI PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (419.061 KB)

Abstract

This study aims to Determine: (1) differences in learning motivation of fifth grade students at Prajawinangun Wetan 2 Public Elementary School, Cirebon Regency before and after Obtaining ICT-based learning; (2) there is an increase of in the learning motivation of students in grade V at SD Negeri 2 Prajawinangun Wetan, Cirebon Regency. The design of this study was pre-experimental design (non-design) with one-group pretest-posttest design models. The Data analysis technique used is quantitative descriptive analysis. The research subjects were all students of grade V of SD Negeri 2 Prajawinangun Wetan, amounting to 27 students. Data collection using questionnaire guidelines, and observation guidelines with a 5 Likert scale model attitude. Based on the test results indicate a change in learning motivation of students before and after Obtaining ICT-based learning. This can be seen from the results of the N-Gain test analysis of 0.68 with the medium category on the questionnaire sheet, and 0.68 with the medium category on the observation sheet. The hypothesis that has been prepared has proven that the application of ICT-based learning can improve students' learning motivation
The Use of Video Games in Literacy Education and Development: What Have We Learned? Mahmoodi Shahrebabaki, Masoud
The Journal of Educational Development Vol 7 No 2 (2019): June 2019
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jed.v7i2.29880

Abstract

The growth of video gaming popularity has traversed the entertaining area and is finding its place in the educational arena as well. The educational potentials of video games have prompted literacy practitioners and researchers to embark on using video games for the purpose of increasing the quality and productivity of literacy education. The current theoretical article reviews the latest theories and research findings related to the general use of video games in education with an eye towards the literacy instruction in particular. The material selected for this systematic review consisted of both theoretical and empirical articles about the use of video games in learning and teaching of literacy in the educational contexts. Even though there is tangible evidence as to the positive effects of digital games on students` learning, there is still a dearth of converging evidence as to the practical benefits of inclusion of video games in literacy education. The available evidence are mostly the results of correlational studies, and we still need a connected research stream in pursuit of finding the predictive potentials of the video gaming in literacy instruction.
Perbedaan Pengaruh Pembelajaran Berbasis Proyek dan Discovery Learning terhadap Kreativitas Siswa Kelas V Materi Perpindahan Kalor Mashodi, Af'idatul Azkiyah; Maulana, Maulana; Jayadinata, Asep Kurnia
Jurnal Pena Ilmiah Vol 3, No 1 (2019)
Publisher : Jurnal Pena Ilmiah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jpi.v3i1.18845

Abstract

Science concepts can be developed in everyday life because of their coverage of the environment and the environment of the surrounding community, so creativity is needed since students are at an early age. Creativity has been in students since he was born, in this case, the teacher is tasked with developing the creativity that is in students. Through the project-based learning model and discovery learning, students will be able to improve their creativity because learning is centered on students and students are free to express themselves. The purpose of this study was to determine the increase in creativity of class V students by implementing a project-based learning model and discovery learning, and to find out the differences between the two groups. The study used the quasi-experimental design and design of the nonequivalent control group design. The study population was all fifth-grade students in the North Sumedang Subdistrict, with a sample of study namely fifth-grade students of Sindang II Elementary School (project-based learning), and Sindang IV Elementary School (discovery learning). Based on the results of the study, the project-based learning model and discovery learning model can improve the creativity of class V students in heat transfer material, but the discovery learning model is significantly better in increasing the creativity of class V students in heat transfer material with a second test of gain average difference the group obtained sig (1-tailed) of 0.338.