Journal Universitas PGRI Semarang
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GAME EDUKASI PENGENALAN HURUF ABJAD DI SD ISLAM ROHMANIYYAH DENGAN METODE MDLC
Anak usia dini berkisar umur 0 - 13 tahun berada dalam masa Golden Periode (Periode Keemasan) perkembangan otak mereka. Dalam usia ini, mereka berada pada masa pertumbuhan dan perkembangan yang paling pesat baik fisik maupun mental. Oleh karena itu proses perkembangannya harus dimaksimalkan terutama pada pengenalan huruf abjad sebagai bekal utama dalam belajar membaca. Penulis membuat sebuah game edukasi dengan harapan mampu meningkatkan mutu belajar dan nilai, khususnya dalam hal belajar membaca huruf-huruf abjad. Game edukasi merupakan suatu permainan yang dirancang khusus agar dapat belajar dan bermain secara bersamaan. Penelitian ini bertujuan untuk mengetahui kelayakan dari game edukasi pengenalan huruf-huruf abjad untuk anak- anak usia 4-7 tahun atau setara maksimal Taman Kanak-kanak dan Sekolah Dasar kelas 1. Metode penelitian yang digunakan adalah MDLC (Multimedia Development Life Cycle), metode penelitian ini memiliki 6 tahapan yaitu Konsep (Consept), Perancangan (Design), Pengumpulan Material (Material Collecting), Pembuatan (Assembly), Pengujian (Testing), Distribusi (distribution). Hasil validasi ahli media adalah hasil keseluruhan validasi ahli media presentase sebanyak 91,87 %, sehingga dapat disimpukan kriteria presentase skor game edukasi dikatankan "Sangat Layak". Pada uji coba responden mendapatkan hasil keseluruhan sebesar 90% yang artinya tingkat kelayakan "Sangat Layak". Hasil dari penelitian ini adalah game edukasi pengenalan huruf abjad di SD Islam Rohmaniyyah dengan metode MDCL menggunakan aplikasi construct 2 yang telah layak untuk diuji cobakan pada anak-anak, dengan harapan dapat meningkatkan mutu belajar dan nilai khususnya dalam belajar membaca huruf-huruf abjad. Kata Kunci: Game edukasi, Abjad, Metode MDLC, Construct
DESAIN PEMBELAJARAN ALAT MUSIK TRADISIONAL JAWA TENGAH BERBASIS ANDROID
Penelitian ini dilatar belakangi oleh proses pembelajaran alat musik tradisional yang kurang menarik dan media pembelajaran yang digunakan masih secara konvensional sehingga siswa menjadi tidak semangat dalam belajar semua berakibat pada hasil pembelajaran yang kurang memuaskan. Maka untuk itu diperlukan media pembelajaran yang dikemas secara menarik, dan dengan adanya perkembangan teknologi saat ini dapat dimanfaatkan untuk membantu mengatasi masalah tersebut dengan cara mengembangkan media pembelajaran alat musik tradisional jawa tengah berbasis android. Tujuan dari penelitian ini adalah mengetahui proses pengembangan media pembelajaran alat musik tradisional dan valid serta praktis. Metode yang digunakan dalam penelitian ini adalah pengembangan dan penelitian (research and development Metode ini penting dikemukakan karena menurut hemat penulis metode ini jarang sekali digunakan oleh para mahasiswa dalam penelitiannya, khususnya mahasiswa jurusan pendidikan Teknologi informasi. Harapannya dengan metode ini para mahasiswa dapat mengembangkan/membuat sendiri produk pembelajaran sehingga dapat mengurangi problem-problem pembelajaran alat musik tradisional. Pengumpulan data dilakukan dengan cara observasi, wawancara , studi literatur dan kuesioner. Hasil penelitian menunjukkan bahwa validasi ahli media mendapatkan hasil rata-rata sebesar 96% dan ahli materi hasil presentase sebesar 88,7%. sehingga dapat disimpulkan bahwa pengembangan media pembelajaran sangat valid dengan kriteria sangat baik untuk digunakan. Presentase responden oleh siswa dengan uji kepraktikalitas hasil rata-rata presentase sebesar 99% dapat disimpulkan bahwa pengembangan media pembelajaran berbasis android sangat praktis dengan kriteria sangat baik untuk digunakan. Kata kunci: Media pembelajaran, Android, Augmented Realit
APLIKASI KASIR UNTUK PENJUALAN BAKMI SURABAYA CAK DUL
Penelitian ini untuk membantu mempermudah alur pemesanan dan laporan rekapitulasi penjualan pada resto Bakmi Surabaya Cak Dul yang masih berjalan secara manual, menggunakan software Flutter dan database Firebase. Sistem pemesanan yang masih manual ini tentu saja menjadi hambatan sendiri untuk admin dan pemilik resto dalam membuat laporan rekapitulasi penjualan perharinya. Maka dibuatlah Aplikasi Kasir untuk Penjualan Bakmi Surabaya Cak Dul yang berguna membantu proses penjualan dan laporan agar lebih efektif. Metode yang digunakan dalam penelitian ini adalah metode waterfall yang terdiri dari tahapan communication, planning, modeling, construction, dan deployment. Desain sistem meliputi pembuatan flowchart, use case diagram, activity diagram, sequence diagram, dan class diagram. Kemudian diimplementasikan dengan Bahasa pemograman Dart dengan menggunakan database Firebase. Hasil penelitian menunjukan bahwa penilaian validasi ahli dengan menggunakan skala likert didapatkan hasil rata-rata presentase ketiga validator ahli materi atau konten sebesar 94,7% dan kedua validator ahli media sebesar 86% sehingga Aplikasi kasir untuk Penjualan Bakmi Surabaya Cak Dul dinyatakan "Sangat Layak" untuk digunakan
PENGEMBANGAN MOBILE EDUKASI MATEMATIKA BERBASIS KEARIFAN LOKAL JAWA SEBAGAI MEDIA PEMBELAJARAN MATEMATIKA ANAK SEKOLAH DASAR
Media education is an activity of the learning process and training to change attitudes in maturation by the group. So it is not uncommon for students to use technological advances just to play not to learn. With this mobile mathematics education with Javanese local wisdom, it is hoped that it can help students understand the material easily and increase student interest in learning. The purpose of this research is to find out valid, practical, and effective as a medium of learning for children in learning. The method used in this study is the ADDIE model method, which stages include: analysis, design, development, implementation and evaluation stages. The results of this study indicate that the effectiveness assessment using the Statistical Test results in a significance value of 0.541 so that it is included in the "Effective Enough" criteria, while for expert validation the average result is 75.38% so that it is included in the "Good" criteria used. Then the results of the respondent's assessment using the Guttman scale as many as 10 respondents obtained an average result of 97.7% which was included in the "Very Good" criteria used
Keefektifan Metode Talking Stick Berbantu Media Youtube Dalam Pembelajaran Menceritakan Kembali Teks Deskriptif Pakaian Adat Jawa Pada Siswa Kelas XII SMAN 2 Blora Tahun Ajaran 2022-2023
This research was motivated by students who still looked passive, limited choice of words, lacked confidence in conveying ideas and ideas so that learning activities became less effective. This is because one of the factors in the selection of methods and media in learning that is less varied causes a lack of enthusiasm for learning by students. The problem in this research is how effective the talking stick method with the help of youtube media is in learning descriptive text of Javanese traditional clothes for class XII students of SMA N 2 Blora for the 2022-2023 academic year. The purpose of this study is to describe the effectiveness of the talking stick method assisted by youtube media in learning descriptive text of Javanese traditional clothes for class XII students of SMA N 2 Blora, 2022-2023 academic year. This research is a pre-experimental design research that uses a one-shot case study research design. The data collection technique in this study is a test in the form of performance and non-test obtained through observation (observation) and questionnaires (questionnaire). Furthermore, the data were analyzed by means of descriptive statistics. The population and sample in this study were purposive sampling.The results of the study based on the results of data analysis are as follows: in the knowledge aspect there are 29 students who have completed with a percentage of 83% and there are 6 students who have not completed with a percentage of 17%. In the aspect of skills, there are 32 students who have completed with a percentage of 91% and there are 3 students who have not completed with a percentage of 9%. These results in terms of knowledge and skills aspects can be categorized as effective because more than 50% of students are able to achieve completeness scores compared to the specified KKM value. The conclusion of the research using the talking stick method with the help of YouTube media in learning to retell descriptive text about Javanese traditional clothes is feasible and effective to use because it has an influence on the learning process
Penerapan Metode RT-BT (Roundtable Berbasis Teks) dalam Pembelajaran Menulis Teks Dialog Berbahasa Jawa Siswa Kelas VIII A2 SMP Islam Sultan Agung 4 Semarang Tahun Ajaran 2021-2022
This study aims to describe the results of the application of the RT-BT (Text Based Roundtable) method in learning to write Javanese dialogue texts for class VIII A2 students of Islamic Junior High School Sultan Agung 4 Semarang in the 2021-2022 Academic Year. This is motivated by the lack of interest of students in learning to write Javanese dialogue in class VIII A2. Some of the difficulties experienced by students, including the selection of aspects of word choice or diction, aspects of spelling understanding that are still lacking, aspects of understanding difficult vocabulary, and the use of variations in language have not been understood by students so that there are still errors in its application. In addition, the teaching method that has not been varied is one of the factors causing the students' lack of enthusiasm in the learning process in the classroom. Thus, the formulation of the problem obtained is how the results of applying the RT-BT (Text Based Roundtable) method in learning to write Javanese dialogue texts are.This research is included in experimental research because the data obtained are used to determine the effect of certain treatments on controlled conditions. The approach used is descriptive quantitative because the data obtained is calculated statistically, then the data is analyzed descriptively by describing the results of the calculation of the data. The data obtained in this study were collected by means of observation (observation) and questionnaires (questionnaire), while the sampling used was purposive sampling.After analyzing the data, the following research results were obtained: 1) In the aspect of knowledge, there were 18 students or 72% who scored above the KKM, while 7 students or 28% had not reached the KKM. From this percentage, the completeness value obtained is 74.72. 2) In the aspect of skills, there are 22 students or 88% have reached the KKM specified, while 3 students or 12% have not reached the KKM so that the average value of the class is 82.88. Thus, the application of the RT-BT (Text Based Roundtable) method in learning to write Javanese dialogue texts for class VIII A2 students can have an influence on the achievement of the specified learning objectives
Implementation Of A Web-Based Chatbot Using Machine Learning For Question And Answer Services In Universities
Advances in communication technology in line with information technology, Chatbot is an innovation that combines communication technology and information technology, is an application that can communicate with humans like a virtual assistant who can respond and answer every question asked. A university must already have a website that can be accessed by the general public so that information about the college can be accessed by everyone anywhere and anytime. To make it easier to get information on the website, chatbots can be the solution because most prospective students and students who are on the campus feel reluctant to browse further into the website that has been provided and usually only open the main homepage page of the website. Parents of students also find it difficult to find out what is on campus if a lot of information is provided in certain tabs of the website. In this study, I utilized Chatbot technology which is a Machine Learning that can process every text that inputted then analyze it and conduct machine training using the Neural Network algorithms that have been provided. This research uses a case study methodology, with Yogyakarta University of Technology as the subject, to develop a chatbot website that incorporates machine learning to facilitate the processing of user input question
Optimizing Project Performance by Applying the Crashing Method to Road Construction Project
In the implementation of projects, various obstacles are often encountered which cause delays which have an impact not only on the duration of implementation but also on the costs incurred. These constraints can be in the form of a lack of resources, weather factors to social factors. Thus, it is necessary to accelerate and optimize what can be done to overcome the delay. As well as efficient resource management. One of the acceleration methods that can be used is the Crashing method. One of them is the application of the crashing method to the Ringinrejo - BTS road construction project. Regency. Malang STA 2+350 - 6+300 which experienced delays in its implementation. After analyzing the remaining work, the duration of the remaining work was 273 days or completed on December 31, 2022. In the initial planning, the project was scheduled for completion on October 3, 2022, so based on this, the project experienced a delay of 89 days. The total minimum fee that must be incurred is IDR 1,524,960.00 with an additional fee of IDR 21,180,000.00 per day. Daily productivity for ordinary excavation works, which was originally 303.20 m³/hour, increased to 909.59 m³/hour. For daily productivity on ordinary embankment work which was originally 371.92 m³/hour to 743.84 m³/hour and productivity on road construction work which was originally 330.91 m³/hour to 661.81 m³/hour. After the acceleration using the crashing analyzing method on existing critical paths, it is known that the duration of project implementation which was originally 273 days became 184 days by adding the number of heavy equipment. with an additional fee of IDR 1,524,960,00
Identification of the Snail Oncomelania hupensis Lindoensis as Schistotomiasi Host Using CNN
Schistosomiasis is declared by the World Health Organization as a neglected tropical disease. In Indonesia, schistosomiasis is endemic in three regions of Central Sulawesi. In 2022, the schistosomiasis prevalence rate in humans was 1.44%, far from the government's target of 0% prevalence in humans, snails, and mammals by 2025. The role of technology is to identify O.hupensis Lindoensis snails as schistosomiasis hosts among snails in schistosomiasis endemic areas. This system can make it easier for people to recognize O.hupensis Lindoensis snails and can speed up the identification process and reduce survey costs for officers. The identification system is made with digital image processing techniques using the CNN algorithm with Mobile Net architecture. Model updating in the form of 4 classes with 1200 image data. The results of training accuracy of 93% and validation accuracy of 87% were obtained. The training loss function is 0.17, and the validation loss is 0.3
The Effectiveness of Substitution Fine Aggregate by Pacitan Coral Sand to the Compressive Strength of Concrete
The south Pacitan district's coastal area in Indonesia has become a tourist place because of the more beach with captivating coral. However, that area's natural resources have not altered the function of construction material. Many research uses the coral reef to admixture concrete material in other countries that affect compressive strength. In this research, the coral reef from Pacitan modified the original dimension of fine aggregate for material substitute o to become the coral sand of fine aggregate with the different material characteristics from other coastal areas. The sample variation was created into four categories, and five samples in every category were concrete without coral sand or 0% coral sand content, 75% with coral sand, 85% with coral sand, and 90% with coral sand. All samples were tested when the concrete age was achieved 28 days after immersing for 14 days, so the concrete was in the maximum setting time condition. The result shows that the percentage effectiveness of coral sand content is 75% as fine aggregate substitution by increasing the compressive is 15.24%, however higher coral sand content causes the decrease until 27.12% to concrete without coral sand, this result can effect by the material characteristic of coral sand when changing the dimensio