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Rancang Bangun Alat Meteran Air berbasis Internet of Things (IoT) pada Rumah Tangga Jefri, Jefri; Huda, Yasdinul
TSAQOFAH Vol 5 No 4 (2025): JULI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/tsaqofah.v5i4.6378

Abstract

Issues in conventional water metering systems, such as delayed recording and data inaccuracy, highlight the need for technological innovation in managing household water consumption. This study aims to design and implement an Internet of Things (IoT)-based water meter device that enables real-time and remote monitoring of water usage. The method used is prototyping, involving the development of a system composed of hardware components such as the NodeMCU ESP8266, water flow sensor, and solenoid valve, alongside software tools including Arduino IDE and the Blynk application. The prototype was tested through ten water flow measurements and compared against readings from a conventional meter. The results show an average error rate of 1.27% and a Pearson correlation coefficient of 0.9989, indicating a very high level of empirical validity. The study concludes that the device effectively provides accurate and automated water consumption monitoring via a mobile application and is suitable as an efficient and adaptive alternative to conventional water meters, aligning with the demands of the Fourth Industrial Revolution.
Rancang Bangun Sistem Informasi Pencatatan Surat Izin dan Pelanggaran Siswa Berbasis Web di SMA Negeri 1 Pariaman Salman, Afig Izaan; Huda, Yasdinul
TSAQOFAH Vol 5 No 4 (2025): JULI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/tsaqofah.v5i4.6748

Abstract

Student administrative record-keeping, particularly regarding permission letters for class entry, early dismissal, and disciplinary violations is a critical component in maintaining an orderly and structured school environment. At SMAN 1 Pariaman, these records are still managed manually using logbooks, which pose significant risks of data loss or damage. This study aims to design and develop a web-based information system named SISPEL (Sistem Informasi Pencatatan Surat Izin dan Pelanggaran Siswa) to enhance the effectiveness, efficiency, and convenience of data management and monitoring. The system was developed using the waterfall model, encompassing stages of requirements analysis through observation, system design using UML, implementation with the Laravel framework for the backend and Bootstrap 5 for a responsive user interface, and data storage via MySQL. System testing was conducted using the Black Box Testing method, which confirmed that all functionalities from data management by administrators, data entry by operators, verification by vice principals, to monitoring by homeroom teachers functioned as intended and met the specified requirements. The system features a user-friendly interface and is accessible via both desktop and mobile devices. The findings indicate that SISPEL effectively addresses the inefficiencies of manual record-keeping, facilitates monitoring processes, minimizes data loss risks, and supports digital transformation in school administrative management.
Rancang Bangun Portal Manajemen Magang Berbasis Web di PT Carano Integrasi Teknologi Wahyudi, Wahyudi; Marta, Rizkayeni; Huda, Yasdinul; Samala, Agariadne Dwinggo
TSAQOFAH Vol 5 No 5 (2025): SEPTEMBER
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/tsaqofah.v5i5.6902

Abstract

The internship administration process in many institutions, including PT Carano Integrasi Teknologi Padang, is still conducted manually and relies on physical documents, making it susceptible to inefficiencies, data loss, and errors in participant placement. This study aims to design and develop a web-based internship management portal to digitalize the entire internship process, from registration to participant evaluation. The research employs a software engineering method using a case study approach, implemented with the PHP programming language and the CodeIgniter framework. The developed portal includes features such as account registration, internship application verification, task management, report uploads, participant performance assessment, and automatic certificate issuance. The system is also equipped with an AI-powered chatbot for real-time information services. Technical evaluation was conducted to assess performance in terms of access speed and efficiency. The results demonstrate that the system effectively addresses various administrative issues, improves time efficiency, reduces the risk of document loss, and ensures appropriate participant placement based on competency through centralized capacity monitoring. Performance testing using GTmetrix indicates that the portal meets and even exceeds Google’s Core Web Vitals standards, with a Largest Contentful Paint (LCP) of 1.1 seconds, Total Blocking Time (TBT) of 0 ms, and a Cumulative Layout Shift (CLS) of 0, reflecting high loading speed, optimal responsiveness, and stable user interface layout.
Kontribusi Motivasi Belajar dan Literasi Digital terhadap Hasil Belajar pada Mata Pelajaran Informatika Kelas X di SMK Negeri 1 Padang Oktafia, Septina; Huda, Yasdinul
TSAQOFAH Vol 5 No 6 (2025): NOVEMBER
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/tsaqofah.v5i6.7125

Abstract

This study employed an associative method with a correlational approach to examine the contribution of learning motivation and digital literacy to the learning outcomes of Grade X students in the Informatics subject at SMK Negeri 1 Padang. The research population consisted of 97 students, with a sample of 50 students selected using a simple random sampling technique and proportional allocation based on the Taro Yamane formula. The independent variables were learning motivation and digital literacy, while the dependent variable was learning outcomes. Data were collected through a Likert scale questionnaire to measure learning motivation and digital literacy, as well as documentation of Midterm Exam scores as an indicator of learning outcomes. Instrument validity and reliability were tested using the product moment correlation and Cronbach’s Alpha with the assistance of SPSS. Data analysis was conducted using descriptive statistics and multiple linear regression, accompanied by classical assumption tests (homogeneity, normality, linearity, multicollinearity, and heteroscedasticity). The results show that learning motivation contributed significantly by 75.6%, digital literacy contributed 17.5%, and together they contributed 93.1% to students’ learning outcomes. These findings affirm that learning motivation and digital literacy play crucial and complementary roles in improving Informatics learning outcomes at SMK Negeri 1 Padang.
Rancang Bangun Online Travel Ticket dengan Algoritma First-In First-Out (FIFO) dan Mekanisme Seat Locking Real-Time Karina, Lani Dwi; Syafrijon; Huda, Yasdinul; Sandra, Randi Proska
Journal of Authentic Research Vol. 5 No. 2 (2026): May
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/hb06te81

Abstract

Perkembangan teknologi digital saat ini memberikan pengaruh signifikan terhadap sektor layanan transportasi, namun PT. MIA Travel masih menghadapi kendala dalam pengelolaan pemesanan tiket yang bersifat konvensional. Sistem manual melalui telepon atau loket berisiko menimbulkan kesalahan pencatatan data, kehilangan catatan pemesanan, hingga terjadinya double booking atau race condition akibat tidak adanya sistem pemantauan kursi secara real-time. Penelitian ini bertujuan untuk merancang dan membangun sistem Online Travel Ticket yang mengintegrasikan algoritma First-In First-Out (FIFO) dan mekanisme Seat Locking Real-Time Concurrency Control. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan sistem prototipe. Algoritma FIFO diterapkan untuk memastikan keadilan dalam antrean pemesanan, di mana transaksi yang masuk lebih awal akan diproses terlebih dahulu berdasarkan urutan waktu. Sementara itu, mekanisme seat locking berfungsi untuk mengunci kursi yang telah dipilih oleh pelanggan selama periode waktu tertentu guna mencegah pengguna lain memesan kursi yang sama secara bersamaan. Sistem ini dibangun menggunakan bahasa pemrograman PHP dengan framework Laravel dan basis data MySQL. Hasil pengujian menggunakan metode Black Box Testing menunjukkan bahwa 23 dari 23 skenario pengujian berhasil dijalankan sesuai dengan fungsi yang diharapkan. Pengujian User Acceptance Testing (UAT) yang melibatkan 15 responden memperoleh nilai kepuasan sebesar 88,6% dengan kategori sangat baik. Rata-rata waktu transaksi dari pencarian jadwal hingga booking berhasil tercatat 2,8 menit, lebih cepat dibandingkan dengan proses manual sebelumnya yang memerlukan 15–20 menit. Pada uji konflik kursi sebanyak 30 simulasi, sistem mampu menolak pemesanan ganda dengan tingkat keberhasilan 100%, sedangkan fitur seat locking menerapkan durasi penguncian selama 10 menit sebelum kursi dilepas secara otomatis apabila pembayaran tidak diselesaikan. Dengan implementasi sistem ini, PT. MIA Travel berpotensi meningkatkan efisiensi operasional dan kualitas pelayanan kepada pelanggan secara lebih terstruktur dan transparan. The rapid development of digital technology has had a significant impact on the transportation service sector; however, PT. MIA Travel still faces challenges in managing ticket reservations through conventional methods. Manual systems via telephone or ticket counters are prone to data-entry errors, loss of booking records, and double-booking or race conditions due to the absence of real-time seat monitoring. This study aims to design and develop an Online Travel Ticket system that integrates the First-In First-Out (FIFO) algorithm and a Real-Time Concurrency Control Seat Locking mechanism. The research method employed is Research and Development (R&D) using a prototype system development model. The FIFO algorithm is implemented to ensure fairness in the booking queue, where transactions that enter earlier are processed first based on their timestamps. Meanwhile, the seat-locking mechanism temporarily reserves seats selected by customers for a specified period, preventing other users from booking the same seat at the same time. The system was developed using PHP with the Laravel framework and a MySQL database. The results of Black Box Testing showed that 23 out of 23 test scenarios were successfully executed according to the expected functions. User Acceptance Testing (UAT), involving 15 respondents, obtained a satisfaction score of 88.6%, categorized as very good. The average transaction time from schedule search to successful booking was recorded at 2.8 minutes, faster than the previous manual process which required 15–20 minutes. In 30 seat conflict simulations, the system successfully prevented double booking with a 100% success rate, while the seat locking feature applied a 10-minute lock duration before the seat was automatically released if payment was not completed. With the implementation of this system, PT. MIA Travel has the potential to improve operational efficiency and service quality in a more structured and transparent manner.
Implementasi Yolov8 Dalam Sistem Deteksi Safety Helmets dan Safety Vests Berbasis Citra Digital di Area Konstruksi Rahmawati, Chindy; Huda, Yasdinul; Syafrijon; Sandra, Randi Proska
Journal of Authentic Research Vol. 5 No. 2 (2026): May
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/ttzpab07

Abstract

Industri konstruksi memiliki tingkat risiko kecelakaan kerja yang tinggi, dengan salah satu penyebab utamanya adalah kelalaian penggunaan Alat Pelindung Diri (APD) seperti helm dan rompi keselamatan. Penelitian ini bertujuan mengimplementasikan sistem deteksi otomatis penggunaan safety helmet dan safety vest menggunakan algoritma YOLOv8 yang diintegrasikan dengan framework Flask berbasis web. Metode pengembangan yang digunakan adalah CRISP-DM, mencakup pemahaman data, persiapan data, pemodelan, evaluasi, dan deployment. Dataset terdiri dari 1.756 citra dengan dua kelas (helmet dan vest), dibagi menjadi data latih (80%) dan validasi (20%). Model dilatih selama 50 epoch dengan YOLOv8n. Evaluasi kelayakan sistem dilakukan melalui tiga aspek: (1) uji validitas oleh 2 orang ahli media dan 2 orang ahli materi menggunakan instrumen Likert, (2) uji praktikalitas oleh 10 responden (pengawas proyek dan pekerja konstruksi) melalui angket respons pengguna, serta (3) uji efektivitas dengan membandingkan waktu deteksi dan akurasi antara sistem otomatis versus pengawasan manual selama 5 hari uji coba. Hasil pengujian model menunjukkan performa sangat baik dengan nilai precision 0,911, recall 0,918, mAP50 0,951, dan mAP50-95 0,755. Hasil evaluasi kelayakan menunjukkan bahwa sistem dinyatakan valid (skor rata-rata 4,5 dari 5), praktis (skor 86,5%), dan efektif (peningkatan efisiensi deteksi sebesar 73% dibandingkan metode manual). Dengan demikian, aplikasi berbasis web ini layak digunakan sebagai alat bantu pengawasan keselamatan kerja di lingkungan konstruksi.
Pengaruh Video Interaktif Edpuzzle Berorientasi Gamification terhadap Hasil Belajar Informatika: Studi Kuasi Eksperimen pada Materi Mail Merge di SMA Sahdia, Halimah Tun; Marta, Rizkayeni; Huda, Yasdinul; Dewi, Ika Parma
Journal of Authentic Research Vol. 5 No. 2 (2026): May
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/29padm51

Abstract

Rendahnya hasil belajar Informatika di sekolah menengah menunjukkan perlunya inovasi pembelajaran yang tidak hanya menarik, tetapi juga mampu menghasilkan jejak belajar yang dapat dianalisis guru. Penelitian ini bertujuan menguji pengaruh media pembelajaran gamification berbasis Edpuzzle terhadap hasil belajar kognitif siswa pada materi mail merge kelas X SMA Negeri 4 Payakumbuh. Penelitian menggunakan pendekatan kuantitatif dengan desain kuasi eksperimen nonequivalent control group. Sampel terdiri atas 72 siswa, yaitu 36 siswa kelas eksperimen yang belajar menggunakan video interaktif Edpuzzle dan 36 siswa kelas kontrol yang belajar melalui media konvensional. Instrumen berupa tes objektif yang telah melalui uji validitas, reliabilitas, tingkat kesukaran, dan daya pembeda. Data dianalisis menggunakan statistik deskriptif, uji Shapiro-Wilk, uji Levene, independent sample t-test, dan Cohen’s d. Hasil menunjukkan bahwa rerata posttest kelas eksperimen mencapai 85,56, lebih tinggi daripada kelas kontrol sebesar 80,00. Data berdistribusi normal dan homogen. Uji t menunjukkan perbedaan signifikan antara kedua kelas, dan effect size sebesar 0,801 mengindikasikan pengaruh besar. Temuan ini menegaskan bahwa Edpuzzle dapat memperkuat keterlibatan kognitif melalui tantangan, umpan balik langsung, dan pemantauan aktivitas belajar. Penelitian ini merekomendasikan integrasi Edpuzzle dengan analitik pembelajaran dan desain adaptif sebagai arah pembelajaran Informatika yang lebih personal, terukur, dan berkelanjutan. Low learning achievement in secondary-school Informatics indicates the need for instructional innovation that is engaging and able to generate analyzable learning traces for teachers. This study examined the effect of Edpuzzle-based gamification learning media on students’ cognitive learning outcomes in a mail merge topic for grade X students at SMA Negeri 4 Payakumbuh. A quantitative approach with a quasi-experimental nonequivalent control group design was employed. The sample comprised 72 students: 36 students in the experimental class learned through Edpuzzle interactive videos, while 36 students in the control class learned through conventional media. The instrument was an objective test that had been assessed for validity, reliability, item difficulty, and discrimination power. Data were analyzed using descriptive statistics, the Shapiro-Wilk test, Levene’s test, independent sample t-test, and Cohen’s d. The findings showed that the posttest mean of the experimental class reached 85.56, exceeding the control class mean of 80.00. The data were normally distributed and homogeneous. The t-test indicated a significant difference between the two classes, while an effect size of 0.801 indicated a large effect. These results suggest that Edpuzzle can strengthen cognitive engagement through challenges, immediate feedback, and learning activity monitoring. The study recommends integrating Edpuzzle with learning analytics and adaptive design to support more personalized, measurable, and sustainable Informatics learning.
Pengaruh Artificial Intelligence (AI) terhadap Literasi Digital Belajar Peserta Didik di SMK Negeri 2 Padang Farizy, Muhammad Habbil Al; Asmara, Delvi; Huda, Yasdinul; Sriwahyuni, Titi
Journal of Authentic Research Vol. 5 No. 2 (2026): May
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/1t6zed54

Abstract

Perkembangan era digital dan Revolusi Industri 4.0 telah mendorong integrasi teknologi dalam pendidikan, namun tantangan literasi digital peserta didik masih menjadi masalah serius, seperti rendahnya kemampuan verifikasi informasi, kurangnya kesadaran keamanan digital, serta belum konsistennya capaian literasi digital di SMK Negeri 2 Padang. Penelitian ini bertujuan untuk menganalisis pengaruh Artificial Intelligence (AI) terhadap literasi digital belajar peserta didik di SMK Negeri 2 Padang. Metode yang digunakan adalah mixed methods dengan desain sekuensial eksploratori. Teknik pengumpulan data dilakukan melalui wawancara mendalam kepada 5 siswa dan 2 guru, observasi partisipatif selama 2 minggu, serta kuesioner skala Likert 1-5 yang disebarkan kepada 225 responden yang diambil menggunakan teknik simple random sampling dari populasi 522 siswa kelas XI. Teknik analisis data meliputi analisis regresi linier sederhana, uji asumsi klasik (normalitas, linearitas, heteroskedastisitas), serta uji hipotesis (uji t, uji F, dan koefisien determinasi) dengan bantuan SPSS versi 26. Hasil penelitian menunjukkan bahwa AI berpengaruh positif dan signifikan terhadap literasi digital (t-hitung 42,317 > t-tabel 1,970; Sig. 0,000 < 0,05), dengan koefisien determinasi (R Square) sebesar 0,889 dan nilai korelasi (R) 0,943 yang mengindikasikan hubungan sangat kuat. Pembahasan mengungkap bahwa kontribusi AI tertinggi pada aspek digital skill, namun aspek digital ethics dan digital safety masih memerlukan perhatian. Kesimpulannya, AI berpengaruh signifikan terhadap literasi digital peserta didik. Implikasi penelitian ini adalah bahwa pemanfaatan AI yang terintegrasi dalam pembelajaran dapat menjadi strategi efektif untuk mengembangkan literasi digital, namun perlu disertai penguatan etika dan keamanan digital serta pengawasan dari guru.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS AUGMENTED REALITY PADA MATA PELAJARAN PERENCANAAN DAN PENGALAMATAN JARINGAN DI SMK MUHAMMADIYAH 1 PADANG Marbun, Aisyah; Darni, Resmi; Marta, Rizkayeni; Huda, Yasdinul
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.58853

Abstract

This study was motivated by students’ limited understanding of network topology material due to the continued use of conventional learning media, such as textbooks, PowerPoint presentations, and lecture-based methods that lack interactivity. Additionally, the use of educational technology to present material in a visual and engaging manner has not yet been optimized. This study aims to develop valid, practical, and effective Augmented Reality (AR)-based interactive learning media using the Assemblr Edu platform for Network Topology material. The method used is Research and Development (R&D) based on the ADDIE model, which includes Analyze, Design, Development, Implementation, and Evaluation. Data were collected through observations, interviews, questionnaires, and tests. The results of the media validation by three validators yielded scores of 4.76, 4.80, and 4.70, categorized as “Highly Valid,” while the content validation yielded scores of 4.91, 4.82, and 4.82, also categorized as “Highly Valid”. The practicality test results showed a score of 4.73, categorized as “Highly Practical,” while the effectiveness test yielded an N-Gain value of 0.87 (87%), categorized as “Highly Effective”. Based on these results, the Augmented Reality based learning media developed has been proven to be valid, practical, and effective, making it suitable for use in enhancing students’ understanding of network topology material.