scholarly journals Pengembangan Metode Autentikasi pada Sistem Presensi Berbasis Aplikasi Mobile

2021 ◽  
Vol 5 (4) ◽  
pp. 615-623
Author(s):  
Komang Sri Utami ◽  
Nyoman Putra Sastra ◽  
Dewa Made Wiharta

Research has been carried out on a mobile-based presence system authentication method using MAC addresses, BSSID and IP addresses for (Wi-Fi) networks. This study aims to develop an authentication method on the attendance system that meets two authentication requirements, namely the suitability of employee identity and location suitability, so that the attendance process becomes easy, effective, fast, and can reduce fraud. The employee's identity can be obtained from the MAC address of the smartphone that has been previously registered, while the employee's location during the attendance process can be confirmed to be in the company environment by checking the BSSID data and IP of the Wi-Fi network connected to the smartphone. The data is then compared with MAC address data from all Wi-Fi networks installed in the company area. RAD is used as a development model because it is simple and fast. Overall, employee identification and site checking as authentication of the developed system went well.  Other than that, every function on the system works well. Furthermore, the results of the user experience evaluation using the UEQ questionnaire received an average score above 0.8 on 6 scales. This shows that the system has attractiveness, perspicuity, efficiency, dependability, stimulation and novelty.  

2021 ◽  
Vol 1 (2) ◽  
pp. 175-187
Author(s):  
Novita Anggestia ◽  
Triani Ratnawuri ◽  
Meyta Pritandhari

  Learning media is one of the needs that must be fulfilled in the learning process. The results of the pre-survey of learning media used in the Aliyah Ma'arif 9 Kotagajah Madrasah, researchers found several problems, namely the use of learning media that were less innovative in learning and the limitation of images in teaching books, worksheets and powerpoints so that students were not attracting attention in the learning process . So that learning media are needed that can attract the attention of students such as android applications, android application software assisted ispring suite as an economic learning media arranged concisely, clearly, and made in a practical form so that students are more interested and enthusiastic in learning and can understand the material. The development model used in this development is the ADDIE development model which consists of several stages, namely (Analysis, Design, Development, Implementation, and Evaluation). Based on the results of the development of android applications assisted by software ispring suite as an economic learning media it is known the results of recapitulation of data that have been carried out by learning media material experts on android applications with an average score of 86% included in the very feasible category and declared valid, the results of recapitulation from media experts with scores on average 87% fall into the category of very decent and declared valid. Furthermore, the practicality test by IPS X grade 1 students of Aliyah Ma'arif 9 Kotagajah gets an average score of 92.2% and falls into the very practical category so that it is declared practical. research shows that economic learning media using this android application is suitable for use in learning. Thus it can be concluded that the learning media of android applications are learning media that are valid and practical to be used in the learning process.


2017 ◽  
Vol 13 (2) ◽  
pp. 158-174
Author(s):  
Ati Sulastri ◽  
Izzatul Mardhiah ◽  
Yusuf Ismail

This study aims to find out how to develop media ice breaker talking pen and media feasibility on the subjects of PAI. The research method used is Borg and Gall development model which includes requirement analysis, validation test, and test phase. The result of this development research is ice breaker talking pen media product which consists of command card and music developed through data collection, planning, product development, and validation and testing. Based on the validation results obtained the average score of the material experts of 4.75 (very good), and from the media experts of 3.78 (good), and the results of student responses about this media amounted to 4.39 or very good category. Therefore the ice breaker talking media on the eyes of learning PAI class X is declared eligible for use with very good category. Keywords: Development Model  Study, Ice Breaker Talking Pen, PAI Abstrak Penelitian ini bertujuan untuk mengetahui cara mengembangkan media ice breaker talking pen dan kelayakan media tersebut pada mata pelajaran PAI. Metode yang digunakan adalah model pengembangan Borg dan Gall yang meliputi analisis kebutuhan, tahap validasi dan tahap uji coba. Hasil penelitian pengembangan ini adalah produk media ice breaker talking pen yang terdiri dari kartu perintah dan musik yang dikembangkan melalui tahap pengumpulan data, perencanaan, pengembangan produk, serta validasi dan uji coba. Berdasarkan pada hasil validasi didapat skor rata-rata dari ahli materi sebesar 4,75 (sangat baik), dan dari ahli media sebesar 3,78 (baik). Serta hasil dari tanggapan siswa mengenai media ini sebesar 4,39 atau kategori sangat baik. Maka dari itu media ice breaker talking pen pada mata pelajaran PAI kelas X dinyatakan layak untuk digunakan dengan kategori sangat baik. Kata Kunci : Pengembangan Model Pembelajaran, Ice Breaker Talking Pen, PAI


2021 ◽  
Vol 13 (2) ◽  
pp. 157-170
Author(s):  
Diana Nur Yastin ◽  
Hendra Bayu Suseno ◽  
Viva Arifin

Mobile Siaran is an official reporting application intended for the people of the city of Tangerang Selatan (South Tangerang). However, after conducting interviews with stakeholders and respondents, there were several problems with the display of the mobile application. From the results of the interview, it indicates that there are still some applications that need improvement. To fix the problem with the Mobile Siaran application display, the solution given is to improve the user interface design using the Goal Direct Design method. In addition, it also uses the success rate calculation technique and the System Usability Scale (SUS) to measure the usability value. Meanwhile, the User Experience Questionnaire (UEQ) measures the value of user experience. The result of this research is a user interface design made in stages in the Goal Direct Design method, namely research, modeling, requirements, frameworks, and refinement. The final evaluation, the results of the improvement using calculations, the success rate has increased from 93.5% to 99.3%, SUS from an average score of 58.19 which can be said to be quite satisfactory with the letter D value to 81.83 which can be accepted with the value of the letter A, while UEQ shows all aspects that have improved with very good and good criteria which means that improvements to user interface design can solve problems that exist in the application and improve the user experience.


Author(s):  
Dedi Rahman ◽  
P Wayan Arta Suyasa ◽  
Dessy Seri Wahyuni

The purpose of this study were (1) Produced a design and implemented the development of e-learning learning media with Edmodo-based Flipped Classroom model in Informatics subject of class VII in SMP Negeri 2 Mengwi, (2) Determined the subject teacher and students’ responses towards the development of e-learning learning media with Edmodo-based Flipped Classroom model in Informatics subject of class VII in SMP Negeri 2 Mengwi. The study was a Research and Development (R&D) research with ADDIE development model. This study involved students from VII A class and teacher of Informatics subject in SMP Negeri 2 Mengwi. The method of data collection was questionnaire. The result of the study showed that (1) The design and the implemented e-learning media were success implemented based on validity test from content experts, design experts, and learning media experts with Aiken's V coefficient average score  0,89 and very valid, (2) The teacher and students’ responses showed the average score were 40 for the teacher and 61,8 for the students, meaning that it was included in very positive category with very practical criteria. 


2020 ◽  
Vol 5 (2) ◽  
pp. 114-126
Author(s):  
Sayyidah Asmah ◽  
Laili Fitri Yeni ◽  
Titin Titin

Interactive multimedia based on Lectora inspire referred to in this research was learning media of based ICT created to use the Lectora inspire computer program. This research aims to develop learning media and determine students' responses to interactive multimedia based on Lectora inspire that appropriate to be used as learning media in the kingdom monera. This research was the ADDIE development model consisting of five stages of analyzing, design, develop, implement, and evaluate. The students response questionnaire consisted of 3 aspects namely cognitive, affective, and conative consisting was 22 items. Research subjects is students of class XI in SMA Negeri 2 Pontianak, SMA Negeri 10 Pontianak, and MAN 1 Pontianak. The results of interactive multimedia based on Lectora inspire validation for the eligibility to obtain a Content Validity Index value was 1.00 and declared valid. A small-scale trial consisting of 18 students received an average rating is a good category. Whereas a large-scale trial consisting of 36 students obtained an average score in the very good category. The results obtained it was concluded that interactive multimedia based on Lectora inspire was suitable for use as a medium in schools and there needs to be implemented to see acheviement.Keywords: Kingdom monera, lectora inspire, interactive multimedia, response


2021 ◽  
Vol 21 ◽  
pp. 349-355
Author(s):  
Mateusz Kiryczuk ◽  
Paweł Kocyła ◽  
Mariusz Dzieńkowski

This paper concerns the study of user experience and focuses on two aspects i.e. usability and user satisfaction. Two mobile applications for monitoring human activity, Mi Fit and Google Fit, were tested. Both applications work with sports armbands. Two methods were used for the study: a questionnaire and eye tracking. The comparison of the applications was made on the basis of the collected results from questionnaires, measurements of task completion times and the number and type of errors detected. Nine respondents participated in the study. The Google Fit application received a higher average score for user satisfaction, fewer errors and shorter task completion times.


2019 ◽  
Vol 4 (1) ◽  
pp. 12-16
Author(s):  
Angkati Permani ◽  
Priyanto Priyanto

This article aims to explain the feasibility of an electronic-based "Making Object Oriented Program with Class" learning module. This study uses an R&D (Research and Development) approach with the Four-D development model. The research population was Grade XI Software Engineering Students of SMK Negeri 1 Rembang Purbalingga. The results showed that each aspect included in the category was very feasible with the average score obtained in the aspect of self-instruction was 3.10, the stand alone aspect was 3.33, the adaptive aspect was 3, the user friendly aspect was 3, the aspect of content eligibility was 3 and the aspect of language has an average of 3.14. Overall material experts show that the material in this module is in the very feasible category with a mean of 3.10 and the percentage of material quality is 77.38%. From these results, it can be stated that this electronic module has fulfilled the characteristics of self-instruction, stand alone, adaptive and user friendly that are appropriate in terms of content and language, so that it can be used in learning.


2021 ◽  
Vol 9 (2) ◽  
pp. 204
Author(s):  
Fathirma’ruf Fathirma’ruf ◽  
Asmedy Asmedy ◽  
Budiman Budiman ◽  
M. Nur Imansyah

This study aims to ensure the learning process (Practicum) during the Covid-19 pandemic through learning tools developed based on the ADDIE development model, the tools developed in this study have been valid through validity tests by 2 experts with an average validator score of 85.8% (categorized very valid). Effective through the effectiveness test by peer assessment of student practicum activities with an average observation score of 80, and student performance-based test results with a high category score of 9 students, while 3 students have been tested for practicality through a response questionnaire instrument students with an average score of 86.5 (very good category), the existence of the Practicum E-Modul whose implementation is supported by the TeamViewer Remote Desktop and WhatsApp utilities is considered able to overcome learning difficulties (Practicum) during the Covid-19 pandemic.AbstrakPenelitian ini bertujuan untuk menjamin proses pembelajaran (Praktikum) dimasa pandemic Covid-19 melalui perangkat pembelajaran yang dikembangkan berdasarkan model pengembangan ADDIE, perangkat yang dikembangkan dalam penelitian ini  telah Valid melalui uji Validitas oleh 2 orang pakar dengan rerata skor validator 85,8% (berkategori sangat valid). Efektif melalui uji Efektivitas oleh penilaian rekan sejawat terhadap aktivitas praktikum mahasiswa dengan rerata skor pengamatan sebesar 80, dan hasil tes berbasis kinerja mahasiswa dengan capaian skor yang berkategori tinggi sebanyak 9 orang mahasiswa, sedang sebanyak 3 orang mahasiswa, serta telah diuji kepraktisannya melalui instrument Angket respon mahasiswa dengan rerata skor sebesar 86,5 (berkategori sangat baik), keberadaan E-Modul Praktikum yang implementasinya didukung oleh utilitas TeamViewer Remote Desktop dan WhatsApp dianggap mampu mengatasi Kesulitan belajar (Praktikum) dimasa pandemic Covid-19.


2018 ◽  
Vol 4 (1) ◽  
pp. 43
Author(s):  
Feri Tirtoni ◽  
Fidaus Su’udiyah

  The draft of entrepreneurship curriculum design in monolithic program of PGSD Faculty of Teacher Training and Education Faculty of Muhammadiyah University of Sidoarjo (UMSIDA), an entrepreneurship-based curriculum design which will be internalized in the course of PKN and all student activities activities both inside and outside the campus so as to provide the impact that affects the life skills of students after graduating from college. This research uses the research and development approach of the Dick and Carey development model through step 1 analysis which contains three procedural steps in the Dick and Carey development model among which analyzes the need to identify the purpose of developing the design of the entrepreneurship curriculum monolithics on the subject of Civics (asses needs to identity goals), analyze instructional analysis, analyze learners and contexts, 2) develop, design, and 4) implementation (implementation). Based on result of trial I with average score 4,1 with good criterion and trial II with average score 4.5 with very good criterion which have been conducted in this research found new data that course of PKn in Prodi PGSD will can run more interesting if the lecturers are interested in doing a development in the learning process. Such as by using the learning system of Civics courses with the integration of entrepreneurship character in monolithic. This is shown so that the students to have an interest in the process of learning Civics and at the time of learning Civics not only learn the theory materials, but also can learn about the character values. After studying by using integration of entrepreneurship character in monolithic at Civic course, it seems that there is a change to student's learning style, so that orientation is more to develop a personality and character of student to have more analytical and critical attitude. The result of the learning process also shows the students are more responsive to all events and events that exist and occur around the social environment, this began to appear when students make presentations on ideas and ideas that will be done when they are back in the community, there is a material discussed will always be linked about the role of a prospective teacher to the life of the surrounding community.  


Studi Arab ◽  
2020 ◽  
Vol 11 (1) ◽  
pp. 27-36
Author(s):  
Mezan Kesuma ◽  
Reni Puspita Sari

The objectives of this study are: 1) Developing the sharaf modules with the deductive approach, 2) Knowing the feasibility of the sharaf module with a deductive approach and 3) Knowing the effectiveness of the sharaf module with the deductive approach of class X students in Pondok Modern Madinah Labuhan Maringgai, East Lampung. The development model used the Borg and Gall model with seven stages, namely: preliminary study, research planning, design development, limited trials, limited revision of trial results, wider product testing, and wider revision of trial results. Observing the above statement, the results of this study show that: development of sharaf module with deductive approach is very feasible to use, the results of the material expert validation are 89% and the learning design expert validation results are 86%, the average score of the student's pretest is 54.16 and the posttest value is 84.16. Based on the results of calculations using the SPSS application 24, it is known that the value of to = 15.288 and ttable 1.69913 at a significance level of 5%, so it can be concluded that there is a difference between the pretest value t and posttest grade X students, because t0 15.288> ttable 1.69913, Ha accepted and Ho rejected


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