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Penggunaan Media Video Tutorial Photoshop Untuk Meningkatkan Hasil Belajar Siswa Pada Mata Pelajaran Perwajahan Desain Di SMK Ervianti Ervianti; Muh Putra Pratama; Nurhikmah H, Nurhikmah H,; Rosihan Aminuddin
Patria Artha Technological Journal Vol 6, No 2 (2022): Patria Artha Technological Journal
Publisher : Department of Electrical Engineering, University of Patria Artha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33857/patj.v6i2.646

Abstract

The purpose of this study was to determine the effect of using Photoshop tutorial on student learning outcomes in the subject of class XI Design at SMK Negeri 1 Pallangga, Gowa Regency. The approach used in this study is a quantitative approach, with the type of experimental, and the research design used is the pretest posttest group design, which compares the results of the pretest and posttest in the control class and the experimental class. The population in this study amounted to 58 people, consisting of 28 women and 20 men. The sampling technique used is a random sampling technique, which takes all population groups randomly as a sample. Data collection techniques used are observation, tests, and documentation. The data analysis used is descriptive statistical analysis and inferential statistical analysis using SPSS. The results of this study indicate that there is a significant difference between after using the photoshop tutorial in the face subject, photoshop editing material in the experimental class compared to the control class. This at the same time answers the hypothesis "H1an media photoshop tutorial on student learning outcomes in the subject matter of Class XI Design at SMK Negeri 1 Pallangga, Gowa Regency", is declared accepted Keywords: Media video tutorial, photoshop, SMK
Aplikasi Notifikasi Tagihan Penggunaan Air Pelanggan PDAM Kota Makassar Berbasis SMS Gateway Menggunakan Metode FIFO (First In First Out) Muh. Putra Pratama; Muh. Khaliq Gibran Al-gifari; Ervianti Ervianti; Anna Pertiwi
Patria Artha Technological Journal Vol 6, No 2 (2022): Patria Artha Technological Journal
Publisher : Department of Electrical Engineering, University of Patria Artha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33857/patj.v6i2.634

Abstract

The large number of PDAM Makassar City customers who use drinking water services makes each month have to pay a number of water bills that are the customer's obligation. However, sometimes customers neglect the amount of the bill fee, which will result in swelling of the bill because there is no direct billing information, for example through the SMS Gateway service. This SMS gateway billing application is designed to provide convenience in providing information to customers in the form of the amount of bills each month. This SMS gateway application will process sms with the FIFO (First in First out) method where the first input will be directly processed and sent the first time as well. The sms gateway system is built with three main things, namely Gammu as a server tool, especially SMS Gateway, PHP as programming to create SMS web applications, and MySQL as a database server. The result of this study is an application for water use bills for PDAM Makassar City customers Premises.
THE INFLUENCE OF DIGITAL LITERACY ON STUDENT LEARNING Ervianti Ervianti; Rigel Sampelolo; Muh. Putra Pratama
KLASIKAL : JOURNAL OF EDUCATION, LANGUAGE TEACHING AND SCIENCE Vol 5 No 2 (2023): Klasikal: Journal of Education, Language Teaching and Science
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52208/klasikal.v5i2.878

Abstract

This study aims to determine the influence of digital literacy on the learning outcomes of students of the Educational Technology study program at the Indonesian Christian University of Toraja. Research is a quantitative research type of experiment. This research was conducted at the Indonesian Christian University of Toraja Education Technology Study Program. The sample of this study is all Educational Technology students class of 2021 consisting of 49 students. The total number of samples used was 49 students, using non-random sampling techniques. The results of this study used descriptive analysis and inferential analysis using SPSS 22. The results obtained in this study that in the use of digital literacy of students in producing learning is very releva. From the results of this research, it can be stated that it is significant for student learning outcomes.
Empowering Rural Communities Through Digital Solutions: A Cultural Immersion Initiative by theEducationalTechnologyStudy Programof UKI Toraja for International Students Ervianti, Ervianti; Pratama, Muh. Putra; Hasni, Hasni; Pertiwi, Anna; Pairunan, Leadys Ananda Tri
Jurnal Literasiologi Vol 12 No 3 (2024): Jurnal Literasiologi
Publisher : Yayasan Literasi Kita Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47783/literasiologi.v12i3.753

Abstract

This research explores the impact of cultural immersion on the development and implementation of digital solutions in rural Toraja. This study adopts a qualitative research design to explore the impact of digital solutions on empowering rural communities within the context of a cultural immersion initiative. The study employs a case study method, focusing on a specific rural community in Toraja, Indonesia, where international students from the Educational Technology Study Program of UKI Toraja were engaged. The participants in this study included international students enrolled in the Educational Technology Study Program at UKI Toraja, faculty members who facilitated the immersion program, and members of the rural community in Toraja where the immersion took place. The international students were selected based on their participation in the program, while community members were chosen to reflect a diverse range of ages, occupations, and involvement in local cultural practices. In total, 20 international students, 5 faculty members, and 15 community members participated in this study. Data collection was conducted over a three-week period during the cultural immersion program. The primary data collection methods included participant observation and in-depth interviews. The data collected were analyzed using thematic analysis. The study result confirms that the impact of cultural immersion on the development and implementation of digital solutions in rural Toraja are lays on empowerment through digital literacy and cultural sensitivity and adaptation.
A TRANSFORMATIONAL LEADERSHIP OF PRIVATE HIGH SCHOOL PRINCIPALS IN MAKASSAR CITY Arismunandar, Arismunandar; Wahed, Andi; Ervianti, Ervianti; H, Nurhikmah
International Journal of Education Vol 16, No 2 (2023): August 2023
Publisher : Kantor Jurnal dan Publikasi Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ije.v16i2.55300

Abstract

This study aims to obtain an overview of the transformational leadership of the head of a private high school in Makassar City. The approach in this study is Quantitative with a descriptive type of research that seeks to describe the four dimensions of transformational leadership of the head of a private high school in Makassar City. In this study, the data collection technique used was a questionnaire that was distributed to 92 samples from 1203 teacher populations who gave assessments to the heads of private high schools in Makassar City. The data analysis technique used in this study is descriptive statistics that only describe the state of the data as it is through parameters such as mean, median, mode, frequency distribution and other statistical measures. The results showed that the transformational leadership of the head of a private high school in Makassar City has (1) a tendency to ideal influence or charisma with a presentation of 77 or 83.16% is in a very high category, (2) inspirational motivational tendencies with presentations of 68.5% are in a very high category, (3) intellectual stimulation tendencies with a percentage of 66.3% are in a very high category,  and (4) the tendency of individual consideration with presentations of 50% is in the high category. Research findings: Principals as transformational leaders can improve response, and commitment, pay attention to the concerns and needs of teachers and employees under them, change the awareness of teachers and employees under them about problems by helping them see problems in new ways, and excite and inspire teachers and employees under them to make extra efforts to achieve school goals. can help teachers and employees to see the positive impact of their work through direct interaction by responding, building commitment and making extra efforts to achieve school goals.
DEVELOPMENT OF E-BOOKS AS TEACHING MATERIALS IN THE COMPUTER AND NETWORK ENGINEERING DEPARTMENT Karurukan, Desnal Galla; Hasni, Hasni; Ervianti, Ervianti
Indonesian Journal of Educational Technology Vol 3 No 2 (2024): Indonesian Journal of Educational Technology
Publisher : Department of Educational Technology, Postgraduate Program, State University of Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ijet.v3i2.5133

Abstract

Makale Christian Vocational School faces learning difficulties due to the ineffective use of textbooks, making it difficult for students to understand the material. Therefore, it is necessary to develop e-books as a learning medium to increase students' understanding in the Basic Computer and Network subjects for class X TKJ. This research aims to: (1) analyze the need for developing e-books as teaching materials, (2) design an e-book development design, and (3) describe the level of validation and practicality of the e-book. The method used is Research and Development with the ADDIE model, including analysis of student characteristics, school environment and curriculum. The design stage includes creating a storyboard and compiling content, while the development stage includes media validation and practicality testing. This research was conducted at Makale Christian Vocational School with the subject of class X students and involved validators, students and teachers. The research results show that this e-book is very feasible, with a media validator assessment of 80%, material validator assessment of 90%, teacher assessment of 86%, and student assessment of 94%.
THE EFFECT OF GAME-BASED LEARNING ON IMPROVEMENT STUDENTS' LEARNING OUTCOMES IN CLASS X CULTURAL ARTS SUBJECT Mettang, Silva Arruan; Pratama, Muh.Putra; Ervianti, Ervianti
Indonesian Journal of Educational Technology Vol 3 No 2 (2024): Indonesian Journal of Educational Technology
Publisher : Department of Educational Technology, Postgraduate Program, State University of Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ijet.v3i2.5144

Abstract

This study is a quantitative research employing an experimental approach. The aim is to determine the impact of game-based learning on improving student learning outcomes in class X Cultural Arts subjects at SMA Negeri 6 North Toraja. The type of experimental research used is quasi-experimental with a pretest-posttest control group design. Data was collected through observation and a test consisting of 20 valid questions, with the help of SPSS 29 for data analysis. The population of this study includes all class X students at SMA Negeri 6 North Toraja, totaling 91 students. The sample comprises two classes: class X2 as the control group and class X3 as the experimental group. The statistical test results, based on post-test data from both classes, revealed that the post-test scores of the experimental and control groups were normally distributed. The independent samples t-test indicated a statistically significant difference in the average learning outcomes between the experimental and control groups, with a significance value (2-tailed) of 0.01, which is less than 0.05. Therefore, H0 (null hypothesis) is rejected, and H1 (alternative hypothesis) is accepted. In conclusion, game-based learning significantly affects student learning outcomes in the Cultural Arts subject for class X at SMA Negeri 6 North Toraja.
The Impact of Computer-based Test and Students’ Ability in Computer Self - Efficacy on Mathematics Learning Outcomes H., Nurhikmah; Febriati, Farida; Ervianti, Ervianti; Sujarwo, Sujarwo
Journal of Education Technology Vol. 5 No. 4 (2021): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i4.34942

Abstract

The current era of digitalization has big impact on education, the use of technology and information is not only for learning but as an evaluation tool. This development raises problems that require the completion of high-level thinking, therefore students need to prepare the ability to think and be able to develop skills. This study aims to measure the self-efficacy of computer skills on student learning outcomes and interactions in mathematics subjects. This research method used quantitative approach in Quasi Experiment Design. Total sample were 64 students. CBT was used in evaluating mathematics subjects and using a questionnaire to determine the level of self-efficacy of computer abilities towards students learning outcomes. Analysis of research data was carried out using ANOVA, to test the hypothesis using two-way ANOVA (two-way ANOVA) using the SPSS version 25.0 for windows software program. The results showed that there was CBT of mathematics subjects towards student learning outcomes with a mean score of 85 in and a mean score of 80 with a criterion of 3.03, having impact and the criteria value 2.78. The interaction between computer-based tests with self-efficacy computer capabilities had the most correlation with a positive relationship. It can be stated that there is an impact of computer-based tests and self-efficacy of computer ability and has an interaction between CBT and self-efficacy on learning outcomes.
PKM SOSIALISASI PENCEGAHAN HOAKS MELALUI PENINGKATAN KESADARAN MEDIA SOSIAL BAGI SISWA SMK TANA TORAJA Ervianti Ervianti; Hans Lura; Sefrin S. Tangkearung; Hendrik Hendrik
RESONA : Jurnal Ilmiah Pengabdian Masyarakat Vol 7, No 2 (2023): December
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah (LPPI) Universitas Muhammadiyah Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35906/resona.v7i2.1844

Abstract

Pengabdian kepada Masyarakat (PKM) ini bertujuan untuk memberikan sosialisasi pencegahan hoaks kepada siswa Sekolah Menengah Kejuruan (SMK) dengan fokus pada peningkatan kesadaran media sosial. Fenomena hoaks atau berita palsu telah menjadi masalah serius dalam lingkungan media sosial, yang dapat merugikan individu dan masyarakat. Siswa SMK dianggap sebagai salah satu kelompok yang rentan terhadap penyebaran hoaks dan informasi palsu karena intensitas penggunaan media sosial mereka. PKM ini melibatkan pelaksanaan dengan kegiatan sosialisasi edukasi yang sesuaikan dengan media sosial unruk siswa SMK. Selain itu, kami menggunakan teknik interaktif yang relevan untuk meningkatkan pemahaman siswa tentang tanda-tanda hoaks, cara memverifikasi informasi, dan dampak negatif dari penyebaran berita palsu. Hasil pengabdian kepada masyarakat ini menunjukkan peningkatan yang signifikan dalam kesadaran media sosial siswa SMK terkait pencegahan hoaks. Mereka menjadi lebih kritis dalam mengevaluasi informasi yang mereka temui di media sosial dan lebih bertanggung jawab dalam berbagi informasi. Selain itu, para siswa juga memahami betapa pentingnya literasi media dalam era digital yang penuh dengan informasi yang tidak diverifikasi.Dengan demikian, proyek ini memberikan kontribusi yang berharga dalam membantu siswa SMK menjadi lebih cerdas dan bertanggung jawab dalam menggunakan media sosial, sehingga dapat meminimalkan penyebaran hoaks dan informasi palsu di masyarakat. Dengan peningkatan kesadaran media sosial ini, diharapkan dapat menciptakan lingkungan digital yang lebih aman dan informatif bagi generasi muda.  Abstract. This Community Service (PKM) aims to provide outreach on hoax prevention to Vocational High School (SMK) students with a focus on increasing social media awareness. The phenomenon of hoaxes or fake news has become a serious problem in the social media environment, which can be detrimental to individuals and society. Vocational school students are considered to be a group that is vulnerable to the spread of hoaxes and false information because of the intensity of their use of social media. This PKM involves implementing educational outreach activities that are adapted to social media for vocational school students. In addition, we use relevant interactive techniques to increase students' understanding of the signs of hoaxes, how to verify information, and the negative impacts of spreading fake news. The results of this community service show a significant increase in vocational school students' social media awareness regarding hoax prevention. They become more critical in evaluating the information they encounter on social media and more responsible in sharing information. In addition, the students also understand how important media literacy is in a digital era full of unverified information. Thus, this project makes a valuable contribution in helping vocational school students become smarter and more responsible in using social media, so as to minimize the spread of social media. hoaxes and false information in society. With this increase in social media awareness, it is hoped that it can create a safer and more informative digital environment for the younger generation
Penggunaan Quiziz Dalam Pembelajaran Untuk Meningkatkan Literasi Digital Mahasiswa Ervianti, Ervianti
Jurnal Kependidikan Media Vol. 13 No. 1 (2024): JURNAL KEPENDIDIKAN MEDIA
Publisher : Universitas Muhammadiyah Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/jkm.v13i1.14264

Abstract

Peranan teknologi pada saat pembelajaran harus dianggap terbiasa, bahkan dimasa yang akan datang komputer dianggap sama keberadaannya dengan media alat tulis ataupun media yang tidak tergolong dalam teknologi di setiap ruangan kelas. Tujuan penelitian ini adalah untuk mengetaui pengaruh penggunaan quiziz dalam meningkatkan literasi digital. Pendekatan penelitian ini adalah kualitatif dengan metode deskriptif analitik. Hasil penelitian mengungkapkan bahwa penggunaan quizizz dapat meningkatkan literasi digital mahasiswa.. Hal ini dibuktikan dengan pengamatan atau observasi. Tidak hanya itu observasi juga melihat hasil akhir pengisian kuisioner quizizz dimana mahasiswa sangat bersemangat dalam pembelajaran dengan menggunakan quiziz. Media mampu merangsang proses kecerdasan dan kemampuan berpikir siswa dengan berbagai konten keilmuan didalamnya. Oleh karena itu penggunaan quiziz dalam pembelajaran dapat meningkatkan literasi digital mahasiswa.