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Analysis of Students' Learning Skills and Innovation Skills at SMK Negeri 2 Padang Panjang Rifka Aulia Putri; Ami Anggraini Samudra; Satrio Junaidi
Journal of Educational Sciences Vol 8, No 2: April 2024
Publisher : Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.8.2.p.259-269

Abstract

In the 21st century, there are several special skills that students must master, one of which is 21st century learning and innovation skills. This research aims to determine the level of learning and innovation skills of students at SMK Negeri 2 Padang Panjang. The variables used are 21st century skills, namely Learning and Innovation Skills, which consist of four components, namely critical thinking skills, creative thinking skills, collaboration skills and communication skills. So the sample totaled 63 people. The data collection technique uses a questionnaire. The data analysis used is descriptive analysis. The results of the research show that the skill level of students at SMK Negeri 2 Padang Panjang Abad 21 has an average percentage of 82.53% which is classified as very good. The average percentage value of each component is 80.51% for critical thinking skills, 79.56% for creative thinking skills, 89.58% for collaboration skills and 85.32% for communication skills. Based on the research results, it can be concluded that the overall level of learning and innovation skills of Vocational High School students at SMK Negeri 2 Padang Panjang is very good.
Sistem Pendukung Keputusan Pemilihan Cafe di Kota Padang Menggunakan Metode Weighted Product Aulia, Aulia Putri; Putri Yani; Roki Juliska; Ami Anggraini Samudra
Jurnal Mahasiswa Teknik Informatika Vol. 3 No. 1 (2024): Jurnal Jamastika Vol.3 No.1 April 2024
Publisher : Universitas Ngudi Waluyo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35473/jamastika.v3i1.2420

Abstract

Kota Padang merupakan salah satu kota tujuan wisata yang sangat popular di Sumatera Barat. Di Kota Padang terdapat begitu banyak tempat wisata, mulai dari pantai, gunung, pasar tradional, pasar modern, museum dan tempat lainnya yang menarik perhatian wisatawan untuk berkunjung. Dalam satu tahun terakhir, peningkatan wisatawan di Kota Padang mengalami kenaikan hingga 100%, sehingga ini meningkatkan peluang usaha yang baik bagi masyarakat Kota Padang khususnya yang berada pada titik lokasi wisata. Masyarakat yang melihat peluang ini berlomba-lomba mendirikan cafe. Banyaknya variasi cafe ini akan berbanding lurus dengan berbagai macam cafe dengan keberagaman penilaiannya, dengan ini pengunjung akan dibuat bingung dengan pilihan café yang ada di Kota Padang. Maka dari itu dibutuhkan sebuah Sistem Pendukung Keputusan yang dapat dapat membantu pengambilan keputusan melalui penggunaan data dan model-model keputusan untuk dapat memecahkan masalah pengunjung. Didalam penelitian digunakan 10 sampel cafe yang diuji dan menghasilkan cafe terbaik. Hasil dari penelitian ini terbukti bahwa metode weighted product dapat digunakan dalam proses pemilihan cafe terbaik di Kota Padang.
A Metode Analytical Hierarchy Process: Sistem Pendukung Keputusan Pemilihan Tas menggunakan Metode AHP Ega Mahrifah; Ami Anggraini Samudra; Reni Handani; Beni Mulya; Randa Dwi Saputra5
Jurnal Mahasiswa Teknik Informatika Vol. 3 No. 1 (2024): Jurnal Jamastika Vol.3 No.1 April 2024
Publisher : Universitas Ngudi Waluyo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35473/jamastika.v3i1.2423

Abstract

Telah dikembangkan sistem baru yang diimplementasikan dalam sebuah sistem penunjang keputusan. Sistem ini digunakan untuk membantu mempermudah pengolahan data dalam pemilihan tas. Seluruh pendataan yang berhubungan dalam pemilihan tas pada harga, model, kualitas. Metode yang digunakan untuk proses pemilihan tas tersebut menggunakan AHP (Analytic Hierarchi Process). Tahapan dalam metode AHP diawali proses pendefinisian masalah, pembuatan struktur hierarki yang diawali dengan tujuan umum, dilanjutkan dengan kriteria-kriteria dan alternatif- alternatif pilihan, Membuat matrik perbandingan berpasangan, Menghitung eigen vector dari setiap matriks perbandingan berpasangan, Menguji konsistensi hirarki.
Perancangan Sistem Informasi Lembaga Sertifikasi Profesi Berbasis web Syofiah, S; Samudra, Ami Anggraini; Pernanda, Anggri Yulio
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 9, No 2 (2024): Edisi Agustus
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v9i2.790

Abstract

Professional Certification Institutions are institutions implementing work competency certification activities that obtain a license from the National Professional Certification Agency. Based on type, Professional Certification Institutions are divided into three, namely first party LSP, second party LSP and third party LSP. SMK Negeri 1 Lubuk Basung is a vocational high school that has a license as a First Party Professional Certification Institution (LSP-P1) provider. The assessment process carried out at SMK Negeri 1 Lubuk Basung so far still uses the conventional method, where students come directly to school bringing the requirements, including a photocopy of the Field Practice (PL) certificate, a photocopy of the report card and 2 color 4x6 passport photos to be submitted. to the admin of each department. The creation of this LSP information system was built using the Software Development Life Cycle (SDLC) method with an iterative model as research, and also used Visual Studio Code software, Laragon as a database and Laravel as a framework. This information system is tested with a testing stage divided into 2 types, namely alpha testing (which can be carried out using blackbox testing and whitebox testing) and beta testing (experts and users). the results of beta testing in validation carried out by experts (system experts) obtained an average score of 77.56% with good information, the user assessment questionnaire obtained an average score of 83.93% with very good information.
Pengembangan Media Pembelajaran Berbasis Virtual Lab Pada Mata Pelajaran Resistor Arrahman, Ravy Arif; Irsyadunas; Samudra, Ami Anggraini
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 2 No. 1 (2023): Jurnal Pengabdian Masyarakata dan Riset Pendidikan Volume 2 Nomor 1 Tahun 2023
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v2i1.180

Abstract

The obstacles found in the basic subjects of computer network engineering and telecommunications, more specifically in the practicum on the use of network measuring instruments, the practicum is only carried out once a month due to the lack of facilities and infrastructure to carry out the practicum. So that students find it difficult to understand practicum material when studying. This study aims to produce valid and practical virtual lab learning media. This study used the Research and Development (R&D) method with the MDLC (Multimedia Development Life Cycle) development model. The number of subjects in this study amounted to 10 students as a sample. Data collection techniques using a questionnaire with a Likert scale. Data analysis techniques in the development of virtual lab learning media using Adobe Animate CC are quantitative data.The results of this research show that the average value of the validity test carried out by media experts is 0.85 in the valid category, while the value of the validity test by material experts is 0.84 in the valid category too. Meanwhile, in the practicality test on responses from teachers, results were obtained at 88.19% in the very practical category, and for responses from students, results were obtained at 82.88% in the very practical category. Based on assessments and input from media experts and material experts, as well as the results of field trials, it can be concluded that this interactive multimedia-based learning media has gone through good feasibility tests and is suitable for use as a basic learning tool for computer network and telecommunications techniques
Pengembangan Media Pembelajaran Berbasis Android Pada Mata Pelajaran Informatika Di SMK Pembina Bangsa Bukittinggi Putri, Satifah; Samudra, Ami Anggraini; Junaidi, Satrio
Petik: Jurnal Pendidikan Teknologi Informasi Dan Komunikasi Vol. 10 No. 1 (2024): Volume 10 No 1 Maret Tahun 2024
Publisher : Pendidikan Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/petik.v10i1.549

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Abstrak Salah satu faktor siswa SMK Pembina Bangsa Bukittinggi mendapatkan nilai yang belum memenuhi Kriteria Ketuntasan Minimal (KKM) karena kurangnya media pembelajaran oleh karena itu tujuan dari penelitian ini yaitu untuk menghasilkan media pembelajaran berbasis android yang valid dan praktis. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang terdiri dari lima tahap, yaitu tahapan Analysis, Design, Develop, Implementasi, dan Evaluation.Teknik pengumpulan data menggunakan angket skala likert. Teknik pengambilan sampel yang digunakan adalah Purposive sampling dengan menggunakan kriteria berdasarkan nilai dengan tingkat  rendah, tingkat sedang, dan tingkat tinggi. Hasil penelitian ini menunjukkan nilai rata-rata ujivalidasi ahli meia oleh validator sebesar 81,34% dengan kategori  sangat valid dan ahli materi sebesar 84,79% dengan kategori  sangat valid. Uji praktiklaitas guru sebesar 82,44% dengan kategori sanat praktis dan praktikalitas siswa sebesat 81% dengan kategori sangat praktis.Kesimpulan berdasarkan data yang diperoleh media pembelajaran berbasis android layak diguanakan sebagai media pembelajaran. Kata Kunci — Media Pembelajaran, Android, Informatika   Abstract One of the factors is that students at SMK Pembina Bangsa Bukittinggi get grades that do not meet the Minimum Completeness Criteria (KKM) due to a lack of learning media. Therefore, the purpose of this study is to produce valid and practical Android-based learning media. This study used the Research and Development (R&D) method with the ADDIE development model which consisted of five stages, namely the Analysis, Design, Develop, Implementation, and Evaluation stages. The data collection technique used a Likert scale questionnaire. The sampling technique used was purposive sampling using criteria based on values ​​with low, medium and high levels. The results of this study showed that the average value of the media expert validation test by the validator was 81.34% in the very valid category and 84.79% in the material expert category with a very valid category. The teacher's practicality test was 82.44% in the very practical category and the students' practicality was 81% in the very practical category. The conclusions based on the data obtained by Android-based learning media are feasible to use as learning media.                                Keywords— Learning Media, Android, Informatics
Penerapan Metode Blended Learning Pada Hasil Belajar Siswa Dalam Mata Pelajaran Dasar Desain Grafis Di Kelas X SMK TI ZAMIGA Suwitri, Andrian; Endrianti, Sofia; Samudra, Ami Anggraini
Petik: Jurnal Pendidikan Teknologi Informasi Dan Komunikasi Vol. 9 No. 1 (2023): Volume 9 No 1 Tahun 2023
Publisher : Pendidikan Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/petik.v9i1.1270

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.
BIMTEK PEMANFAATAN MEDIA SOSIAL BAGI GURU DALAM PEMBELAJARAN DI SMA NEGERI 4 PAYAKUMBUH Pratama, Ade; Samudra, Ami Anggraini; Devegi, Mourend
RANGKIANG: Jurnal Pengabdian Pada Masyarakat Vol 6, No 1 (2024)
Publisher : Universitas PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/rangkiang.2024.v6i1.8824

Abstract

Pemanfaatan media sosial dalam dunia pendidikan semakin berkembang, seiring dengan peningkatan penetrasi teknologi digital di kalangan masyarakat. Di SMA Negeri 4 Payakumbuh, program Bimbingan Teknis (Bimtek) ini bertujuan untuk membekali guru dengan pengetahuan dan keterampilan dalam memanfaatkan media sosial sebagai alat bantu pembelajaran. Dengan mengintegrasikan media sosial ke dalam strategi pengajaran, guru diharapkan dapat menciptakan lingkungan belajar yang lebih interaktif, kolaboratif, dan relevan dengan kebutuhan siswa di era digital. Artikel ini mengkaji pelaksanaan Bimtek tersebut, mencakup metode, hasil, dan dampaknya terhadap proses pembelajaran di sekolah
Perancangan Sistem Informasi Penjadwalan Laboratorium Pendidikan Informatika Universitas PGRI Sumatera Barat Giawa, Erwin Sofyan Putri; Mary, Thomson; Samudra, Ami Anggraini
JURTEII: Jurnal Teknologi Informasi Vol 1, No 2 (2022)
Publisher : Universitas PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1699.219 KB) | DOI: 10.22202/jurteii.2022.5706

Abstract

The preparation and writing of the practicum lecture schedule in the Informatics Education computer laboratory has not been optimal. In addition, the laboratory loan process has not been efficient in terms of time, because lecturers and students have to contact and come directly to the laboratory. The purpose of this study was to design and test a laboratory scheduling information system for the informatics education study program at Universitas PGRI Sumatera Barat using the Software Development Life Cycle (SDLC) method. This research resulted in an information system that can help labor technicians, lecturers, students and related stakeholders. The results of beta testing research on expert validation obtained an average validation of 87.4% with very good information and the user assessment questionnaire obtained an average value of 89.8% with very good information.
Perancangan Sistem Informasi Jasa Laundry berbasis Android Pada Bio Clean Laundry Ardhi, Muhammad; Mary, Thomson; Samudra, Ami Anggraini
JURTEII: Jurnal Teknologi Informasi Vol 1, No 2 (2022)
Publisher : Universitas PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (768.659 KB) | DOI: 10.22202/jurteii.2022.5708

Abstract

Usually the recording of transactions in Bio Clean Laundry is done by writing transactions in a book that has been provided, so that it often causes errors in recording the transaction notes and the results of washing transactions. In addition, there are often discrepancies in the data resulting from transactions so that the business suffers losses. Based on these problems, an Android-Based Laundry Service information system was designed at Bio Clean Laundry using the Unified Modeling Language (UML) modeling language and getting to know programming languages using Block Programming, and the system development life cycle (SDLC) method where this method has planning stages, analysis phase, design phase, implementation phase, testing phase, and maintenance phase. Testing of this information system is done by using blackbox and whitebox methods. Based on testing with the blackbox method, 4 menus were tested with the expected results as many as 12 procedures and 26 results by obtaining a valid percentage of success results. This indicates that all the information system testing scenarios are as expected so that officers can easily record customer data and sales transactions, so this information system can function properly.