Search Articles & Publications

Showing 140 articles found for "Tools"

Kajian Kualitatif Deskriptif tentang Pendidikan Teknologi Informasi dalam Era Digital

Muh. Wahyu Suryandi Adam
Abstract: Information Technology (IT) education has become a crucial component in the global education system in the current digital era. With the rapid development of technology, the world of education has also undergone significant… ant changes, particularly in teaching methodologies. Information Technology is not only seen as a field of study but also as a powerful tool that supports the learning process across various disciplines, including social sciences, science, and humanities. The use of IT in education enables the creation of more interactive, dynamic, and easily accessible learning experiences for people from various backgrounds. This study aims to provide a comprehensive overview of the important role of Information Technology education in improving the quality of education, as well as the challenges and opportunities faced in its implementation. This research adopts a descriptive qualitative approach with a literature study to gather and analyze various relevant sources related to this topic. The data obtained indicate that despite significant challenges, such as the lack of adequate infrastructure and the readiness of educators to use technology, the implementation of IT in education has a significant positive impact on the quality of learning. The implementation of IT opens up great opportunities, particularly in terms of learning accessibility, which can be accessed by anyone, anytime, and anywhere. Technology also provides flexibility in teaching methods, both online and offline, allowing students to learn according to their needs and abilities. On the other hand, the use of IT can enhance the quality of learning through various innovations such as e-learning, simulations, and interactive learning tools that support a deeper and more enjoyable understanding of the material. Therefore, IT has become one of the key elements in advancing the world of education towards a more advanced and inclusive digital era.

Pentingnya Pengenalan Permainan Tradisional dalam Menanamkan Nilai Karakter dan Budaya

Dinar Ayu Mirunggan Sari, Dwi Kurniawan
Abstract: Traditional games play a crucial role in enriching character values and culture among children. In this paper, the involvement of traditional games in fostering social interaction, strengthening cultural identity, and shaping… aping children's characters is explored extensively. Despite the rapid advancement of technology shifting the popularity of modern games, traditional games still hold irreplaceable values. Through the analysis of various traditional games such as hide and seek, tag, hopscotch, stilts, and fortresses, values like honesty, teamwork, responsibility, and patriotism are identified as integral parts of children's play experiences. This research emphasizes the importance of introducing traditional games in the context of character education, considering their role in shaping personalities and reinforcing cultural identities. Through a descriptive qualitative approach, this study delves into the depth of values embedded in traditional games and highlights the urgency of preserving this cultural heritage amidst globalization. The research findings indicate that traditional games not only provide entertainment but also serve as effective learning tools in shaping children's characters. Therefore, efforts to promote and introduce traditional games to children are crucial in maintaining the continuity of cultural heritage and fostering positive values in society.

Mengembangkan Kognitif Anak Usia 4-5 Tahun dengan Permainan Gerbong Angka

Ahmad Fachrurrazi, Rizka Dwi Kurniawati
Abstract: Number carriage game which is a simple math learning activity that is easy to play and can solve or find the sum of the results provided by the educator. The purpose of this study is to describe the results of cognitive… development in totaling to group A PAUD KIA-KIRA Sedati Sidoarjo. The data analysis technique uses 3 stages, namely data reduction; data presentation; and conclusions or verification. Then triagulation and validity are carried out. The group studied was Group A (ages 4-5 years) totaling 14 students. Data was collected from the results of observation sheets and field notes.The results showed that the cognitive development of group A PAUD KIA-KIRA in adding up with the numbers carriage game at the stage of development as expected (BSH) but on the indicator symbol of numbers at the stage began to develop (MB). Factors that support the implementation of the number car play activities, namely students who are enthusiastic to play even though there are some who are not familiar with numbers and homeroom teacher support is always helpful while the inhibiting factor is the cognitive ability to read the symbols of student numbers is still lacking, because the media at school is lacking inadequate as well as the lack of creativities educator makes educational props tools (APE).

Pengaruh Teknologi Digital terhadap Budaya dan Identitas Global

Hadi Wijaya Halim, Chita Pradnya Paramitha, Karina Putri Adita, Arryan Jibril, Andi Faisal Bakti
Abstract: The development of digital technology over the past two decades has revolutionized human communication, social interaction, and the formation of both individual and collective identities in a global context. Digital media… a no longer merely function as communication tools but have become socio-cultural spaces that actively shape values, norms, symbols, and everyday practices. This phenomenon raises research questions regarding how cultural transformation and identity construction are influenced by the dominance of digital technology, as well as how social media and platform algorithms shape cultural visibility and digital identities. This study employs a qualitative approach through a critical narrative literature review, synthesizing theories of network society, mediatization, cultural globalization, digital capitalism, and digital identity. The analysis focuses on four key issues: cultural digitalization, the role of social media in identity formation, the emergence of hybrid identities, and platform power in determining cultural representation. Findings indicate that digital technology has ambivalent effects: it expands spaces for cultural expression, enhances public participation, and provides opportunities for marginalized groups to represent their identities; however, global platform dominance drives cultural homogenization, identity commodification, and inequitable symbolic representation. The novelty of this study lies in integrating a critical perspective on the influence of algorithms and digital capitalism in identity formation, which has rarely been addressed comprehensively in digital cultural studies. These findings offer theoretical contributions to media and cultural research as well as practical implications for understanding identity representation in the global digital era.

Pengembangan Media Pembelajaran Interaktif Berbasis Android pada Mata Pelajaran Informatika Kelas VII di SMP Negeri 2 Kota Pontianak

Ferry Marlianto, Henny Puspitasari, Meli Hawani Septiani, Nia Naniati, Feronika Mila, Mursidarti, Kiki Rianti
Abstract: The media act as a go-between for the person sending the word and the person receiving it. “Media” refers to the people, things, or events that work together to create a setting that helps students learn facts, skills, or… s, or attitudes. A Research and Development (R&D) methodology was used for this study. An R&D methodology is a set of activities or procedures that are used to make a new product or improve a current product so that it will persist in the future. The ADDIE development approach was used for the study, which combines the research and development (R&D) stages. To make learning plans for things, the ADDIE method is used. ADDIE stands for Analysis, Design, Development, Implementation, and Evaluation. What the study found the goal of making Android-based engaging learning materials for class VII Informatics topics at SMP Negeri 2 Pontianak City is to give students an interesting and useful way to learn. The Android operating system is based on a Graphical User Interface (GUI), which makes it easy for students to see how the system works on the outside. This makes using Android smartphones as teaching tools very helpful. Additionally, the portability and wide availability of Android tablets make it easy for students to access educational materials without being limited by time or space. The goal of making engaging learning materials about informatics for high school students in the seventh grade at SMP Negeri 2 Pontianak City is to make learning fun and useful. The Android operating system is based on a Graphical User Interface (GUI), which makes it easy for students to see how the system works on the outside. This makes using Android smartphones as teaching tools very helpful.

Analisis Penggunaan Media Pembelajaran PhET pada Materi Gelombang Berjalan dan Stasioner: A Review Literatur

Lia Koryataini, Maimon Sumo, Lutfiyatul Minnah, Sunariatus Solehah, Anni Rop Atun Khoiroh
Abstract: Students can understand and master learning materials if the learning process uses tools and materials called learning media. The tool can be in the form of physical objects, technology or a combination of the two things… that are made to communicate information effectively and provide good understanding facilities. Teachers will find it easier to teach when they are able to use learning media as a means when teaching, because the function of learning media is not only as a means of teaching, but also as a way for teachers to make students active and happy to learn. This study aims to describe the use of PhET simulation as a learning medium in traveling and stationary wave theory. This article uses the literature study methodology. The stages in using the literature method include observing, analyzing, then identifying, then providing interpretation, and finally in the form of some evaluation of the research that has been done. There are 25 publication articles obtained from various domestic sources analyzed in this article. The articles used were reported from 2018 to 2024. By using PhET simulation, it feels easier to practice compared to real practicum, because visible media allows users to be more active in presenting subjects that are mastered, especially in traveling and stationary wave material. And by using this PhET virtual media makes students tend to be active and very enthusiastic in the learning process because the appearance of the PhET media is very different from other media. Based on this research, it can be concluded that learning stationary wave and traveling wave material can improve learning outcomes and improve critical thinking skills.

Pengembangan Media Pembelajaran Berbasis Augmented Reality pada Materi Pengenalan Perangkat Lunak Kelas VIII di SMP Negeri 4 Singkawang

Ferry Marlianto, Dini Oktarika, Bagus Rasyid, Ray Fajar Friandi, Adrian Mardinata, Desvian Ananto Putra, Egi saputra
Abstract: The objective of this study is to create augmented reality educational tools for teaching software introduction topics at Singkawang 4 State Middle School. Evaluating the viability and user reception of educational content… nt delivered through augmented reality technology. Methods of data collection involving interviews and questionnaires. The data analysis technique employs descriptive statistics. The ADDIE paradigm is employed in the research and development process. This learning media is developed through a sequential process consisting of five stages: analysis, design, development, implementation, and evaluation. The participants in this study were eighth-grade students from Singkawang 4 State Middle School. The product feasibility testing step was conducted by a pair of media specialists and one material specialist. The research findings indicated that the feasibility evaluation conducted by media specialists obtained a score of 155 out of a total possible score of 168, placing it in the “very feasible” category. The examination conducted by material experts achieved a score of 71 out of a possible 80, placing it in the “very feasible” category. The mean score attained from the extensive evaluation of 33 eighth-grade students at Singkawang State Middle School 4 was 2550 out of a possible maximum score of 3036. The assessment categorized the score as “highly appropriate” for utilization as a learning tool.

Pemanfaatan K-Means Untuk Meningkatkan Penjualan (Studi Kasus: Alya Collection)

Safitri, Windi Aulia, Saputra, Herman, Syafnur, Afdhal
Abstract: Abstract: In a competitive digital era, business owners such as Alya Collection face challenges in determining the right fashion products to offer to consumers. Relying on intuition without data support often results in… inaccurate and potentially detrimental decisions. This study aims to assist the sales decision-making process by applying a data mining method using the K-Means Clustering algorithm. This method was used to group sales data from February 2024 to January 2025 into three categories: best-selling, least-selling, and non-selling products. The study was conducted using a quantitative approach, through sales data collection and direct interviews with store owners. The system was built using the PHP programming language and MySQL database, and designed with tools such as UML, DFD, and ERD. The results of this clustering system are expected to provide strategic information useful for Alya Collection in planning stock, promotions, and product development, thereby increasing sales effectively and efficiently. Keywords: data mining; k-means; sales; alya collection; information system Abstrak: Dalam era digital yang kompetitif, pemilik usaha seperti Alya Collection menghadapi tantangan dalam menentukan produk fashion yang tepat untuk ditawarkan kepada konsumen. Ketergantungan pada intuisi tanpa dukungan data seringkali mengakibatkan keputusan yang kurang akurat dan berisiko merugikan. Penelitian ini bertujuan untuk membantu proses pengambilan keputusan penjualan dengan menerapkan metode data mining menggunakan algoritma K-Means Clustering. Metode ini digunakan untuk mengelompokkan data penjualan dari Februari 2024 hingga Januari 2025 ke dalam tiga kategori: produk terlaris, kurang laris, dan tidak laris. Penelitian dilakukan dengan pendekatan kuantitatif, melalui pengumpulan data penjualan serta wawancara langsung dengan pemilik toko. Sistem yang dibangun menggunakan bahasa pemrograman PHP dan database MySQL, serta dirancang dengan alat bantu seperti UML, DFD, dan ERD. Hasil dari sistem klasterisasi ini diharapkan dapat memberikan informasi strategis yang berguna bagi Alya Collection dalam merencanakan stok, promosi, serta pengembangan produk, sehingga mampu meningkatkan penjualan secara efektif dan efisien. Kata kunci: data mining; k-means clustering; penjualan; alya collection; sistem  informasi

PERANCANGAN MEDIA PEMBELAJARAN INTERAKTIF SISTEM TATA SURYA BERBASIS FLASH

Khairiah, Khairiah, Maharani, Dewi, Saputra, Endra
Abstract: Abstract: Learning media is one of the learning tools used by someone using a tool made to facilitate the delivery of material when teaching at school. In general the system learning that is implemented in schools is still… ll done manually, at UPT schools. SD Negeri 04 Padang Genting learning system that is still running today Still manually, learning media has not been implemented manually by computerization, especially science subjects (natural sciences) on the material solar system. learning methods that are still manual make teachers having difficulty teaching the solar system material to students, students also find it difficult to understand the material taught by the teacher so that makes students feel bored. Then the need for interactive learning media solar system to improve the quality of teacher teaching and learning. Media learning is made with Adobe Flash CS6. The conclusion is to make it easier for teachers to provide explanations and learning of the grammar system solar to students/female students, because there is quiz as evaluation material, drawings move and sound on the solar system interactive learning media have made.             Keywords: solar system; interactive learning media   Abstrak: Media pembelajaran merupakan salah satu sarana pembelajaran yang digunakan oleh seseorang dengan menggunakan alat yang dibuat untuk memudahkan dalam penyampaian materi ketika mengajar di sekolah. Pada umumnya sistem pembelajaran yang diterapkan di sekolah masih secara manual, pada sekolah UPT. SD Negeri 04 Padang Genting sistem pembelajaran yang masih berjalan saat ini masih secara manual, belum diterapkannya media pembelajaran secara komputerisasi terutama mata pelajaran IPA (Ilmu pengetahuan alam) pada materi sistem tata surya. cara pembelajaran yang masih manual membuat guru mengalami kesulitan untuk mengajarkan materi sistem tata surya kepada siswa/siswinya, siswa juga sulit memahami materi yang diajarkan guru sehingga membuat siswa merasa jenuh. Maka dibutuhkannya media pembelajaran interaktif sistem tata surya untuk meningkatkan kualitas belajar mengajar guru. Media pembelajaran dibuat dengan Adobe Flash CS6. Tujuan dari penelitian ini adalah mempermudah Guru UPT. SD Negeri 04 Padang Genting dalam memberi pelajaran untuk siswanya. Hasil dari penelitian ini untuk mempermudah guru dalam memberikan penjelasan dan pembelajaran sistem tata surya kepada siswa/siswi, karena terdapat kuis sebagai bahan evaluasi, gambar bergerak dan suara pada media pembelajaran interaktif sistem tata surya yang telah dibuat.  Kata kunci: sistem tata surya; media pembelajaran interaktif  

Perancangan Pengisian Pada Dispenser Dengan Memanfaatkan Sensor Dan Embedded System

Alfianda, Alfianda, Amin, Muhammad, Risnawati, Risnawati
Abstract: Abstract: Nowadays, almost all of them use a dispenser, because of its practicality. But behind that there are several things that make the dispenser less efficient when taking drinking water from the glass, because the… user has to press or turn the water tap in the dispenser. The working system of this tool is where the machine will run according to the commands obtained from the laser diode and the LDR sensor, the laser diode will reflect light that leads to the LDR. when the light reflected by the laser diode to the LDR is cut, it can be interpreted that the LDR and the laser diode detect or read the presence of an object in the form of a glass, automatically the two sensors instruct the controller to activate the water pump and the water pump will work to remove the water which will be filled in the glass that is placed in the dispenser with the volume of the glass used, the filling process and the end of filling will be displayed by the LCD and when filling the water the glass is full there will be a warning from the buzzer in the form of a sound. Users no longer need to press or turn the water tap when taking water from the dispenser using a glass.   Keywords: Dispensers;LDR Sensor;Diode Laser and Tools     Abstrak: Pada saat ini masyarakat sekarang sudah hampir semuanya menggunakan dispenser, karena kepraktisan. Namun dibalik itu semua ada beberapa hal yang membuat dispenser kurang efisien saat mengambil air minum pada gelas, karena pengguna harus menekan atau memutar keran air yang ada pada dispenser. Sistem kerja dari alat ini ialah dimana mesin akan berjalan sesuai dengan perintah yang didapat dari Dioda laser dan sensor LDR, Dioda laser akan memantulkan cahaya yang mengarah pada LDR, pada saat cahaya yang dipantulkan Dioda laser ke LDR terpotong maka dapat diartikan LDR dan Dioda laser mendeteksi atau membaca adanya benda berupa gelas, secara otomatis kedua sensor tersebut memerintahkan controller mengaktifkan pompa air dan pompa air akan bekerja mengeluarkan air yang akan diisikan pada gelas yang diletakkan pada dispenser dengan volume gelas yang digunakan, proses pengisian dan akhir pengisian akan ditampilkan oleh LCD dan saat pengisian air pada gelas penuh akan ada peringatan dari buzzer berupa bunyi. Pengguna tidak perlu lagi menekan atau memutar keran air saat mengambil air pada dispenser menggunakan gelas.   Kata Kunci : Dispenser;Sensor LDR;Dioda Laser dan Alat