Dalam kegiatan proses perkuliahan di institusi pendidikan tidak akan terlepas dari interaksi antara dosen dan mahasiswa. Dalam berinteraksi, informasi kehadiran dosen di kampus saat ini sangat diperlukan. Selain bermanfaat bagi mahasiswa, informasi kehadiran dosen juga sangat diperlukan dalam evaluasi kinerja dosen oleh bagian akademik atau bagian yang terkait lainnya. Saat ini proses absensi dosen yang baru diterapkan di STMIK STIKOM Indonesia dilakukan dengan menggunakan mesin absensi sidik jari yang terdapat di masing-masing ruang dosen. Laporan kehadiran dosen yang dihasilkan oleh mesin selanjutnya di rekapitulasi oleh pihak akademik untuk dijadikan bahan evaluasi dosen. Permasalahan yang terjadi adalah kerap mahasiswa sulit memperoleh informasi kehadiran dosen di kampus. Mahasiswa yang ingin bertemu dengan seorang dosen kerap harus ke kampus dengan percuma karena dosen yang dicari tidak ada di tempat. Dari sisi dosen, sering terjadi masalah dimana dosen lupa apakah dirinya sudah melakukan absensi pada mesin sidik jari atau belum. Dosen juga kerap mengalami kesusahan dalam memberikan informasi jika terlambat karena suatu kendala ataupun tidak dapat hadir di kampus. Pada penelitian ini dibangun sebuah sistem informasi kehadiran dosen di STMIK STIKOM Indonesia. Sistem informasi kehadiran dosen merupakan sistem yang mampu memberikan informasi yang cepat dan tepat mengenai kehadiran seorang dosen di kampus. Dari hasil pengujian diperoleh kesimpulan bahwa sistem informasi kehadiran dosen yang dibangun telah mampu berjalan sesuai dengan rancangan dan yang diharapkan.Kata Kunci: dosen, informasi, kehadiran, sistem
Entering the new era of the Industrial Revolution 4.0, we have grown used to technology in education and, in particular, learning languages. The study aimed to explore and describe the use of Cartoon Story Maker, a digital comic software, in writing practice. It focuses on comparing the difficulties students experience in writing using Cartoon Story Maker and without the media. Besides, students’ responses were also investigated. The methods used included observation, planning, implementation, analysis, and data presentation. Data were obtained from the compositions and questionnaires of 30 students of STMIK STIKOM Indonesia. The findings showed that some problems did not occur repeatedly. Moreover, the students gave positive responses on the use of the software in writing practice because they could relate the writing experience to their real life. Keywords: Cartoon Story Maker, Students’ difficulties, digital comics, writing
Communication science is very important in supporting the activities of the world community. Nowadays one must be able to speak English to compete. Some students stated that the absorption and understanding of English vocabulary on technology materials and sentence structure were limited. This has an impact on students' low English skills. The purpose of this study is to analyze the absorption of English learning materials in E-learning. This type of research is qualitative. Data collection techniques used in this study were interviews, Documentation Studies. The types and sources of data in this study are primary and secondary data. The technique used to analyze the data is descriptive qualitative and quantitative. The result of the research is that after learning English is done by E-learning, it is easier for students to understand English learning because E-learning can allow students to learn anywhere and students can understand English learning materials easily. This research implies that the use of E-learning in learning English will improve students' understanding of learning so that it impacts increasing student learning outcomes.
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