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PENGEMBANGAN SISTEM E-LEARNING BERBASIS MOODLE DI SMK N 3 PARIAMAN santi sartika sartika; Ami anggraini samudra
JTIK (Jurnal Teknik Informatika Kaputama) Vol 7, No 1 (2023): Volume 7, Nomor 1 Januari 2023
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

PENGEMBANGAN SISTEM E-LEARNING BERBASIS MOODLE DI SMK N 3 PARIAMAN
Penerapan Metode Blended Learning Pada Hasil Belajar Siswa Dalam Mata Pelajaran Dasar Desain Grafis Di Kelas X SMK TI ZAMIGA Andrian Suwitri; Sofia Edrianti; Ami Anggraini Samudra
PETIK : Jurnal Pendidikan Teknologi Informasi Dan Komunikasi Vol 9, No 1 (2023): Vol 9 No 1 Maret 2023
Publisher : Institut Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/jpetik.v9i1.1967

Abstract

Abstrak —Penelitian ini bertujuan untuk mengetahui apakah hasil belajar Dasar Desain Grafis lebih baik dengan menerapkan Penerapan Metode Blended Learning Terhadap Hasil Belajar Siswa Pada Materi Dasar Desai Grafis Di Kelas X SMK TI ZAMIGA. Penelitian ini merupakan penelitian eksperimen dengan rancangan penelitian random terhadap subjek. Populasi penelitian ini adalah siswa kelas X SMK TI ZAMIGA tahun pelajaran 2022/2023. Teknik pengambilan sampel dilakukan secara acak, dengan kelas XA sebagai kelas eksperimen dan kelas XB sebagai kelas control. Instrument penelitian ini adalah tes akhir berbentuk objektif. Teknik analisis data tes akhir menggunkan uji t satu pihak. Berdasarkan analisis tes akhir diketahui bahwa kedua kelas sampel berdistribusi normal dan homogen. Hasil uji hipotesis diperoleh t hitung = 3,11 lebih besar dari table = 1,67 dan dapat simpulkan hasil belajar Dasar Desain Grafis siswa dengan menerapkan metode Blended Learning lebih baik dari pada hasil belajar Dasar Desain Grafis denggan menggunakan metode blended learning.Kata Kunci— Hasil Belajar Desain Grafis, Metode Blended Learning. Abstract — This study aims to determine whether the basic learning outcomes of graphic design are better by applying the application of the blended learning method to student learning outcomes in the basic material of graphic design in class X SMK TI ZAMIGA. This research is an experimental study with a random research design on the subject. The population of this research is the students of class X SMK TI ZAMIGA in the academic year 2022/2023. The sampling technique was done randomly, with class XA as the experimental class and class XB as the control class. The instrument of this research is the final test in the form of an objective. The final test data analysis technique uses a one-sided t-test. Based on the analysis of the final test, it is known that the two classes of samples are normally distributed and homogeneous. The results of hypothesis testing obtained t arithmetic = 3.11 is greater than table = 1.67 and it can be concluded that students' learning outcomes of Basic Graphic Design by applying the Blended Learning method are better than the results of learning Basic Graphic Design using the blended learning method.Keywords— Graphic Design Learning Outcomes, Blended Learning Method.
SINOPE – SEBAGAI MEDIA PEMBELAJARAN INOVASI PEMBELAJARAN BIOLOGI BERBASIS WEBSITE PADA PROGRAM STUDI PENDIDIKAN BIOLOGI UNIVERSITAS PGRI SUMATERA BARAT Ami Anggraini Samudra; Ade Dewi Maharani
Jurnal Edik Informatika Penelitian Bidang Komputer Sains dan Pendidikan Informatika Vol 9, No 1 (2023)
Publisher : Universitas PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/ei.2022.v9i1.6661

Abstract

One of the course achievements in the Inovasi Pembelajaran Biologi course is that students are able to design a variety of biology learning innovations, especially those based on technology. However, in reality students still have not utilized technology to the fullest and there has not been clear innovation in the use of technology in the various innovations that students have designed. So this research aims to develop a web-based information system as a learning medium that will be used during the learning process and at the same time as a direct example of the application of the use of Information, Media and Technology Skills in learning innovation. This research is a development research that focuses more on software development. System development is carried out using an iterative model and beta testing. The results of this study are in the form of an information system called SINOPE with the results of beta testing for each indicator, namely: design 91.7%, menu 90%, content 83.3%, ease of use 93.3%, usability 91.7%, average subject responses research on SINOPE is 90% with a very good category.
PENGEMBANGAN SISTEM E-LEARNING BERBASIS MOODLE DI SMK N 3 PARIAMAN Santi Sartika; Ami Anggraini Samudra; Haris Kurniawan
JTIK (Jurnal Teknik Informatika Kaputama) Vol. 7 No. 1 (2023): Volume 7, Nomor 1, Januari 2023
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59697/jtik.v7i1.30

Abstract

The purpose of this study is the development of an E-Learning system as a learning medium at SMK N 3 Pariaman. The research on developing a moodle-based e-learning system at SMK N 3 Pariaman is based on the moodle method of R&D (Research and Development). This research uses research and development (R&D) methods. Research and development Research and development (R&D) is a research method used to produce certain products, and test the effectiveness of these products. The research and development procedure basically consists of two main objectives, namely: developing the product, and testing the effectiveness of the product in achieving the goal. The first objective is referred to as the bearer function while the second objective is referred to as validation. The results of this research development of a Moodle-based Learning Management System (LMS) which has been conducted a Moodle-based Learning Management System (LMS) Validity Test at SMK N 3 Pariaman, states that a Moodle-based Learning Management System (LMS) with a material validation test value of 0.709% and a value of 0.709%. media validation test 0.780% declared valid.
Sistem Pendukung Keputusan Pemilihan Siswa Berprestasi Menggunakan Metode Simple Additive Weighting (SAW) Di SMA Negeri 1 Siberut Selatan Ismayadi Ismayadi; Ami Anggraini Samudra; Satrio Junaidi
Jurnal Informatika Kaputama (JIK) Vol 6 No 2 (2022): Volume 6, Nomor 2, Juli 2022
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59697/jik.v6i2.112

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Sistem pendukung keputusan pemilihan siswa berprestasi menggunakan metode simple additive weighting (SAW) di SMA Negeri 1 Siberut Selatan. Masalah pemilihan kriteria siswa berprestasi dan kesulitan memberikan bobot kriteria dalam penilaian. Berdasarkan masalah yang dihadapi tersebut maka dilakukan perancangan sebuah sistem pendukung keputusan pemilihan siswa berprestasi menggunakan metode simple additive weighting (SAW) kriteria nilai rata-rata, prestasi, ekstrakurikuler dan penghasilan orangtua dengan model pengembangan sistem yang digunakan dalam penelitian ini adalah System Development Life Cycle (SDLC) model iteratif yang memiliki beberapa tahapan dalam pengembangan sistem yaitu tahap perencanaan, analisis, perancangan, implementasi, maintenance, pengujian. Penelitian ini menghasilkan beberapa kesimpulan bahwa dengan adanya sistem pendukung keputusan pemilihan siswa berprestasi tersebut, untuk menyeleksi kriteria dan pembobotan kriteria dengan mudah, tepat dan akurat.
Pengembangan Media Pembelajaran Matematika Sekolah Dasar Berbasis Macromedia Flash Ikmallul Hidayah; Sofia Edriati; Ami Anggraini Samudra
Horizon Vol 2, No 2 (2022)
Publisher : STKIP PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (624.273 KB) | DOI: 10.22202/horizon.v2i2.5763

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In the mathematics learning materials taught by teachers of SDN 14 Kampung Jambak still using lecture methods anduse of learning media in schools have never been applied in the learning process. The research aims to produce a valid and practical Macromedia Flash-based learning medium on math subjects. This research uses the MDLC (Multimedia Development Life Cycle) development model. The population in this study is students and students of class V SDN 14 Kampung Jambak which amounted to 53 people. Sampling techniques use random sampling techniques, which number 13students, data collection instruments in the form of validation sheets and practical questionnaires. Data analysis uses percentage techniques. Assessment results from media experts with an average of 92.55% of categories are very valid, and assessments from material experts with an average of 91.66% of categories are very valid. The results of practicality tests by teachers with a percentage of 92.66% so that it is declared very practical, and practical results from students with an average of 91.14% are declared very practical. So it can be concluded that macromedia flash-based learning media is very valid and very practical to use as an alternative medium in the learning process.
PENGEMBANGAN E-MODUL PADA MATA PELAJARAN ADMINISTRASI INFRASTRUKTUR JARINGAN (AIJ) KELAS XI TKJDI SMK NEGERI 1 RAO SELATAN Afrida Yanti; Ami Anggraini Samudra; Anggri Yulio Pernanda
Jurnal Informatika Kaputama (JIK) Vol 7 No 2 (2023): Volume 7, Nomor 2, Juli 2023
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59697/jik.v7i2.31

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The purpose of this study is to develop e-module-based learning media using the Sigit editor software. Development of learning media based on e-modules in AIJ subjects that are valid and practical. Based on the problems previously described, this type of research uses the R&D (Research and Development) development research model which aims to produce application products and test the effectiveness of these products. The results of research on the development of E-modules in AIJ subjects that have been tested for the validity of developing E-modules in AIJ Class XI TKJ subjects at SMK Negeri 1 Rao Selatan, state that the e-module is very valid, namely material validity is 0.9 and media validity is 0.822 and the practicality test for the development of E-modules in the AIJ Class XI TKJ subject at SMK Negeri 1 Rao Selatan, declared practical by the teacher and with 100% practicality and 86.6% students.
PENGEMBANGAN MEDIA BERBASIS ANDROID PADA MATA PELAJARAN DESAIN MULTIMEDIA INTERAKTIF (DMI) DI SMK NEGERI 1 SIJUNJUNG M.Rafiq Fadhillah; Sofia Edriati; Ami Anggraini Samudra
Jurnal Informatika Kaputama (JIK) Vol 7 No 2 (2023): Volume 7, Nomor 2, Juli 2023
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59697/jik.v7i2.55

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The goal to be achieved in this study is to find out the valid and practical characteristics of the Interactive Multimedia Design subject at SMK Negeri 1 Sijunjung, the method used is Research and Development (R&D), while the development model used is the ADDIE development model, namely the development which consists of five stages, namely, Analysis (analysis), Design (design), Development (development), Implementation (implementation), and Evaluation (evaluation). Research on the development of the ADDIE model was carried out only up to the Development stage, because the purpose of this research was only limited to developing and producing a valid and practical learning media, to be implemented. Making learning media in this Android-based interactive multimedia design subject uses the MIT App Inventor. The validity test of this Android-based learning media was carried out by 3 validators, namely the media validator and the material validator, for the media validator it was carried out by 3 lecturers, while the material validation was carried out by 1 lecturer and 2 teachers who teach interactive multimedia design subjects at SMKN 1 Sijunjung. the validation results of media experts were 0.903% in the valid category and material experts were 0.859% in the valid category. Android-based learning media is declared valid. The practicality Test of Android-based learning media from teacher practicality data is 91.66% in the very practical category.
PERANCANGAN MEDIA PEMBELAJARAN INTERAKTIF ADMINISTRASI SISTEM JARINGAN BERBASIS WEB KELAS XI TKJ SMK NEGERI 1 LINTAU BUO Teguh Nugratama Dayuza; Ami Anggraini Samudra; Satrio Junaidi
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 6, No 4 (2023): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v6i4.617-627

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Penelitian bertujuan mengetahui kualitas produk media pembelajaran interaktif berbasis web buat siswa kelas XI Teknik Komputer Jaringan SMK Negeri 1 Lintau Buo sebagai akibatnya layak digunakan dalam pembelajaran Administrasi Sistem Jaringan. Jenis penelitian yang dipergunakan pada penelitian ini artinya aplikasi Development Life Cycle (SDLC) dengan contoh iteratif sebagai metode penelitiannya. Contoh interaktif sendiri mempunyai 6 tahapan, diantaranya: tahap perencanaan, tahap analisis, termin desain, termin implementasi, dan  tahap pengujian dan  pengelolaan. Yang akan terjadi berasal validasi sistem oleh ahli sistem memperoleh nilai rata-rata skor 92,37% menggunakan akibat fakta sangat baik. Hasil berasal validasi pengguna sang siswa memperoleh rata-homogen 90,7% dengan yang akan terjadi berita sangat baik. Berdasarkan hasil penelitian, maka media pembelajaran interaktif yg sudah dirancang di Sekolah Menengah kejuruan negeri 1 lintau buo layak digunakan menjadi media pembelajaran interaktif buat siswa Teknik Personal Komputer  Jaringan.
Sikarju: Expert System of Major Recommendation to Increase the Chances of Being Accepted by University Siti Izati Nabila; Ami Anggraini Samudra; Irsyadunas Irsyadunas
JUITA: Jurnal Informatika JUITA Vol. 11 No. 2, November 2023
Publisher : Department of Informatics Engineering, Universitas Muhammadiyah Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30595/juita.v11i2.17424

Abstract

Major is one of the important factors in the world of lectures. Along with the increasing need for knowledge and skills required in the world of work, increasing the number of majors offered by tertiary institutions. The number of considerations from prospective students regarding the selection of majors causes students to be confused in determining the best major they will choose to continue their education. The research aims to design an expert system-based website that will be used to provide major recommendations. The method to be used is the forward chaining method, where this method works by matching data based on predetermined facts, then obtaining results based on matching the data. Based on the black box testing that has been done, the results show that the designed expert system is by the expected functionality. Therefore this expert system can be said to be feasible to use.