34 research outputs found

    Berbagai Model Inovasi Pembelajaran dengan Dukungan Teknologi Informasi

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    Pemanfaatan Teknologi Informasi dalam dunia pendidikan merupakan satu terobosan yang luarbiasa. Dukungan teknologi informasi ini diharapkan dapat menjadi suatu inovasi dalam pembelajarandengan banyak melibatkan komponen-komponen teknologi informasi didalamnya. Teknologi informasiberhubungan erat dengan sistem, teknologi informasi menjanjikan efisiensi, kecepatan penyampaianinformasi, jangkauan yang global, fleksibel dalam pengunaannya. Oleh karena itu dalam eraglobalisasi sektor pendidikan pun tak luput dari jangkauannya, yaitu dengan melibatkan teknologididalamnya dapat menghasilkan suatu sistem pendidikan.Dalam tulisan ini dibahas mengenai model pendidikan yang melibatkan teknologi informasimeliputi pengertian dari elearning, distance learning dan multimedia classroom, beberapa keuntungandari ketiga sistem pembelajaran ini. Dan juga disertakan arsitektur sederhana dari sistempembelajaran dengan elearning, distance learning dan multimedia classroom serta komponenpendukung. Dengan demikian, jelas sudah bahwa ketiga sistem pembelajaran ini yaitu elearning,distance learning dan multimedia classroom adalah suatu sistem pembelajaran yang dapatmeningkatkan inovasi dalam pembelajaran diera globalisasi saat ini, dimana belajar atau berinteraksiantara dosen dan mahasiswa tidak lagi dipisahakan oleh jarak, ruang dan waktu

    Peningkatan Kapasitas UMKM Kabupaten Gorontalo Utara dalam Meningkatkan Penjualan Melalui Strategi Pemasaran Digital

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    The Covid-19 virus pandemic has destroyed the most important side of the economy, namely supply and demand. From the supply side, many Micro, Small and Medium Enterprises (MSMEs) have experienced a reduction in activity due to the policy of limiting social interaction which has resulted in the cessation of the production process, and from the demand side, reduced demand for goods and services has resulted in many MSMEs unable to maximize profits. One of the economic recovery strategies is to connect with the digital ecosystem, by digitizing the market so that business actors can continue to carry out their business activities even in the midst of the Covid-19 pandemic. The goal to be achieved in this activity is to increase the capacity of MSMEs and Hutakalo village people and their sales through digital marketing strategies. The methods used to achieve these goals are socialization and training. Through outreach activities, MSMEs together with the people of Hutakalo village were given general material on digital marketing strategies and how the Hutakalo village's MSMEs and communities were able to increase the value of their business sales by using digital marketing strategies. Meanwhile, training activities are carried out to improve the skills of MSMEs and Hutakalo villagers in using the Marketplace application to market their business products, which is supported by the ability to make product photos to make them look attractive to be marketed

    Sistem Informasi Beladiri Berbasis Web

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    The belt level increase test is a routine activity carried out by Provincial Board (Pengprov) Taekowndo in Gorontalo at every period. The registration process for the taekwondo belt increase test is still done manually by using the registration from on the paper. Additionally, the information regarding Taekwondo (traditional Korean martial arts) in Gorontalo is still less. This research applies a waterfall method, and the design system uses a unified modeling language (UML) deign consisting of a case diagram, activity diagram, sequence diagram, and class diagram. The finding of this research is in the form of martial arts information system that can specifically facilitate the registration process for the taekwondo belt increase test and help get information easily. Besides, this system is tested with black-box and white-box testing and has met the criteria in accordance with the objectives.Keywords: Belt Level Increase Test, Taekwondo, Martial Arts Information System, Waterfall, UML

    SISTEM INFORMASI PELAYANAN KESEHATAN BERBASIS WEB PADA KLINIK GOCARE

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    ISWANTO SULILA. The GOCARE Gorontalo clinic health service has several obstacles that cause the service to be not optimal such as the ordering process, which still uses telephone and WhatsApp that resulted in the lack of expected information Another obstacle is frequemt delays in service due to the absence of service scheduling that make customers unable to be served optunally This study aimed to design and create a Web-based health service information system at the GOCARE clinic. The system development method used in this research is the Prototype method using the PHP programming language and MySQL database. The results and this study indicated that the health service information system at the GOCARE clinic could facilitate services. The system can make it easter for related parties to carry out the service process according to the procedure, the system can also order services because the schedule has been set, the system is also able to record patient medical records that it makes # easier to provide services. This system is used to facilitate existing health service users in the GOCARE Gorontalo Clinic environment. Keywords: Health Service, Web, Prototyp

    PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS GAME EDUKASI PADA MATA PELAJARAN INFORMATIKA MATERI INTERNET OF THINGS

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    Tujuan dari penelitian ini adalah untuk mengembangkan lingkungan pembelajaran berbasis permainan edukatif pada mata pelajaran TI. Hasil  penelitian dan pengembangan berupa  media sebagai sarana untuk memperlancar berpikir dan konsentrasi siswa melalui alat bantu permainan edukatif berbasis permainan. Metode pengembangan sistem yang digunakan dalam penelitian ini adalah model Multimedia Development Life Cycle (MDLC). Terdapat beberapa tahapan dalam MDLC antara lain konsep, desain, pengumpulan materi, pembuatan, pengujian dan distribusi.Penelitian dilakukan di SMK Negeri 1 Gorontalo dengan responden sebanyak 28 siswa. Dengan menggunakan aplikasi Unity 3D, sebuah game edukasi berbasis Android dikembangkan untuk memecahkan permasalahan di sekolah dimana siswa mengalami kesulitan dalam mengakses materi karena terbatasnya media pendukung pembelajaran. Permainan edukatif ini dapat merangsang konsentrasi dan  berpikir siswa serta  menunjang pembelajaran menjadi lebih baik dan terkini. Dari hasil pengembangan game tersebut dapat disimpulkan bahwa dengan dikembangkannya game edukasi berbasis Andoird ini lahirlah game yang layak  digunakan dengan  hasil uji kelayakan yang menurut ahli materi mempunyai kelayakan. . Pada kategori “Kelayakan”, serta hasil  kelayakan ahli media. Dengan demikian lingkungan pembelajaran materi Informatika berbasis Andoid disetujui untuk digunakan dalam kegiatan pendidikan dan pendidikan di kelas X TKJ SMK Negeri 1 Gorontalo

    SISTEM INFORMASI PERKEMBANGAN KOMODITI TANAMAN PANGAN BERBASIS WEB PADA DINAS PERTANIAN KABUPATEN BOLAANG MONGONDOW UTARA

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    ABSTRAK Pengelolan data perkembangan komoditi tanaman pangan masih mengalami beberapa permasalahan diantaranya belum tersedianya media informasi perkembangan komuditi tanaman pangan yang ada di Kabupaten Bolaang Mongondow Utara membuat kelompok tani harus datang langsung mengunjungi instansi terkait. Adapun pada proses pengumpulan data komoditi oleh petugas penyuluh masih menggunakan sistem konvensional dimana data tersebut di peroleh dengan mendatangi langsung kelompok tani yang tersebar di 106 desa yang ada di kabupaten Bolaang Mongondow Selatan sehingga membutuhkan waktu yang cukup lama dalam proses pendataan. Selanjutnya pada pengelolaan data perkembangan komoditi tanaman pangan yang ada di Dinas Pertanian Kabupaten Bolaang Mongondow Utara masih harus menyalin kembali data yang diterima dari tim penyuluh untuk di input kembali kedalam excel untuk dibutkan rekapan laporan bulanan dan tahunan sehingganya dengan proses pengimputan seperti ini memungkinkan data yang sudah disimpan bisa saja hilang atau terhapus. Tujuan dari penelitian ini adalah membangun Sistem Informasi Perkembangan Komoditi Tanaman Pangan berbasis Web Pada Dinas Pertanian Kabupaten Bolaang Mongondow Utara. Metode Penelitian yang digunakan yaitu metode waterfall dimana pengerjaan dari suatu sistem dilakukan secara berurutan atau secara linear. Hasil penelitian menunjukan bahwa sistem informasi dapat membantu Dinas Pertanian Kabupaten Bolaang Mongondow Utara, tim penyuluh lapangan dan kelompok tani dalam proses pengeloloaan data dan informasi perkembangan komuditi tanaman pangan yang berada di Kabupaten Bolaang Mongondow Utara secara lengkap cepat, efisien dan akurat sehingganya dapat meningkatkan pertumbuhan kemajuan pertanian terkhusus sub sektor tanaman pangan. ABSTRACT Management of data on the development of food crop commodities is still experiencing several problems. One of them is the unavailability of information media on the development of food crop commodities in Bolaang Mongondow Utara Regency, which makes farmer groups need to come directly to the relevant  agencies. Meanwhile, in collecting commodity data, extension officers still use the conventional system where the data are obtained by directly visiting farmer groups that spread over 106 villages in Bolaang Mongondow Utara Regency, which takes a quite significant amount of time. This research aimed to build a Web-based Food Crop Commodity Development Information System at the Department of Agriculture of Bolaang Mongondow Utara Regency. The method used was the waterfall method, where the work of a system is carried out sequentially or linearly. The results showed that the information system helps the Department of Agriculture of Bolaang Mongondow Utara Regency. The information system also provides convenience for the extension team in collecting data on the development of food crop commoditie. This research can be developed using different methods in managing data on the development of food crop commodities

    PENGUKURAN KUALITAS USABILITY PADA APLIKASI SISTEM KEUANGAN DESA MENGGUNAKAN METODE SYSTEM USABILITY SCALE (SUS)

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    Most people have used information technology to reach certain goals. Pagimana District is one of the region in Banggai Regency that has utilized the development of information technology to ease the work of the government. The Village Financial System ( henceforth, SISKEUDES) functions to facilitate the village government in managing, implementation and reporting village funds. Therefore, i tis essential to measure the quality and amenity of SISKEUDES usage for users by evaluating some aspects, i.e., intelligibility, user-friendliness, and efficiency in terms of facilitating the village government’s work. This present study relied on the System Usability Scale (SUS) method by distributing a questionnaire to respondents. It shows the usability grade in the SISKEUDES app (57, poor category), in which users find it unsatisfactory to apply the system. This can be a benchmark for the central government to better the system develompment that meets the user’s needs

    Perancangan Multimedia Interaktif Untuk Meningkatkan Hasil Belajar Siswa Pada Mata Pelajaran Dasar Desain Grafis Menggunakan Model Pembelajaran Picture and Picture di SMK Negeri 4 Gorontalo

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    The basic subjects of graphic design at SMK Negeri 4 Gorontalo are subjects that are in great demand by students. Therefore, in order to improve the learning outcomes of learners, it is necessary to make some innovations in learning. However, in reality most teachers are not used to using interactive learning media and the cost of interactive learning media that attracts quite expensive prices is one of the inhibiting factors in learning. Therefore, it is considered necessary to develop an innovative and interesting learning media to be able to help students in understanding the material learned amid the difficulty of teachers obtaining interactive learning media that supports the learning process. The research conducted aims to 1). Describes the steps to design interactive multimedia-based picture and picture model learning media, and 2). Knowing the feasibility of learning media multimedia-based interactive picture and picture models according to material experts, media experts and users (students). The method used in the research was reseach and development method with ADDIE model with the results of learning media feasibility test by material expert showed feasibility percentage of 97.5% with "very feasible" category, media feasibility result according to media expert showed feasibility percentage of 79.2%% with "very feasible" category, as well as service result in user response (student) of 94.5% and categorized as "very feasible". So that it can be concluded that Interactive Learning Media based on Multimedia by using Picture and Picture learning model is very feasible to be used in the learning process. Keywords: Interactive; Multimedia; Picture and Picture

    Sistem panic button

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    Abstract Disaster often appear in the news media, ranging from floods, fires, landslides and tsunamis or other disasters. At the time of the accidents that came to happen perhaps people will forget the circumtances around it, because they think about their own safety and belongings. Therefore, it requires a system that can help community in calling for assistance to the disaster management. The aims of thi s study is to augment community choice in asking for help from disaster management. The results in this study is a Panic Button System that can help the community and the disaster management in handling disaster that occur.Keywords: Pannic Button, Natural Disaster y

    Pendampingan Masyarakat Melalui Penggunaan Sistem Informasi Bantuan Sosial (Sibasos) Untuk Ekonomi Tumbuh Merata Di Kecamatan Bilato Kabupaten Gorontalo

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    KKN tematik desa membangun dilaksanakan, dimana permasalahan di Desa ini adalah masih rendahnya peran serta masyarakat dan kelembagaan desa dalam kegiatan perencanaan, pelaksanaan, dan pengendalian pembangunan desa serta pelestarian hasil-hasil pembangunan. Dengan adanya pendampingan masyarakat melalui penggunaan Sistem Bantuan Sosial (SIBASOS) maka dalam pengawasan dan pembangunan masyarakat desa dapat lebih berpartisipasi dalam mewujudkan desa yang ekonomi tumbuh merata dan mampu berperan aktif dalam pembangunan desa. Saat ini penanggung jawab untuk pengklasifikasian bantuan sosial masih memiliki banyak kendala seperti pendataan yang masih menggunakan sistem manual. Hal tersebut membuat klsifikasi bantuan mengalami kendala. Untuk mengatasi permasalahan tersebut dibutuhkan sistem yang dapat mengklasifikasikan penerima bantuan secara otomatis. Dengan adanya SIBASOS maka perlu adanya pendampingan untuk penggunaan aplikasi tersebut
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