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Correlation of Social Media Addiction to Academic Achievement in E-Learning Sefriani, Rini; Yunus, Yuliawati; Ambiyar; Syah, Nurhasan; Fadhilah
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i6.3581

Abstract

This study examines the relationship between students' social media addiction and student academic achievement in online lectures that use e-learning platforms. The number of study participants was 79 psychology students, who were selected using purposive sampling. The findings show that there is a positive but not significant relationship between social media addiction and academic achievement. This condition indicates that student academic achievement will increase if students reduce their addiction to using social media. Online lectures provide space for students to access social media, so direction and guidance from lecturers is needed for students not to use social media during online lectures
Android-Based Blended Learning Media for Computer Maintenance Lectures Sefriani, Rini; Sepriana, Rina; Radyuli, Popi; Hakiki, Muhammad
Journal of Education Technology Vol. 6 No. 1 (2022): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i1.42514

Abstract

Advances in science and technology that move so fast provide very significant changes to human life, especially in the field of education and learning. This study aims to design and develop a combination of Android-based learning media that can be used on communication devices such as smartphones in the hope of increasing students' understanding of computer maintenance. The type of research used is research and development (R&D) using a 4D model, namely define, design, development and dissemination which produces android-based learning media products. The instrument used in this study was in the form of a questionnaire distributed to lecturers and students as well as experts to test the feasibility. based on the analysis, it was found that the feasibility test for this android-based learning media was 82.83%, with a valid interpretation of the level of validity of the use. The results of the overall practicality assessment from the practicality test were obtained at 86.34%, so that the practicality level could be interpreted as very practical to use. The results of the overall assessment of the effectiveness test for the effectiveness assessment are 100% so that it can be interpreted as being very effectively used. Thus, this learning media is valid to use, very practical to use and very effectively used in computer maintenance lectures.
Pembuatan Media Pembelajaran Interaktif Menggunakan Unity Berbasis Andorid pada Mata Pelajaran Informatika Adif, Anjjani Mardhika; Wijaya, Indra; Sefriani, Rini
Journal of Research and Investigation in Education Volume 3, No. 1, April 2025
Publisher : SAFE-Network

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/residu.v3i1.190

Abstract

This study aims to analyze the validity, practicality and effectiveness of Interactive Learning Media Using Unity Based on Android in Informatics Subjects for Class X at SMKN 9 Padang. This study uses a research and development (R&D) method, using the ADDIE model which consists of 5 stages, namely Analysis, Design, Development, Implementation, and Evaluation. The subjects of the study were 35 students of class X majoring in Culinary 4. The results of the study showed that the overall validity test by experts on interactive learning media based on Android using Unity for class X at SMK Negeri 9 Padang was 91.03%, so the level of validity can be interpreted as very valid to use. The overall practicality test assessment of interactive learning media based on Android using Unity for class X at SMK Negeri 9 Padang was 89.44%, so the level of practicality can be interpreted as very practical to use. The overall effectiveness test assessment of android-based interactive learning media using Unity for class X at SMK Negeri 9 Padang was 88.12%, so the level of effectiveness can be interpreted as very effective to use. The conclusion of this study is to produce an interesting and useful android-based interactive learning media application for teachers and students both during face-to-face or online learning.
Pembuatan Game Edukasi Berbasis Android pada Mata Pelajaran Dasar Teknik Elektronika (DTE) Menggunakan Adobe Animate Maryam, Devi Nurul; Sefriani, Rini; Jafnihirda, Lika
Journal of Research and Investigation in Education Volume 3, No. 1, April 2025
Publisher : SAFE-Network

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/residu.v3i1.192

Abstract

Penelitian ini bertujuan untuk merancang dan mengembangkan media pembelajaran game edukasi berbasis android pada mata pelajaran Dasar Teknik Elektronika (DTE) untuk siswa kelas X Elektronika Industri di SMK Semen Padang. Proses pengembangan media pembelajaran ini mengikuti model ADDIE (Analysis, Design, Development, Implementation, dan Evaluation) . Validitas media diuji oleh tiga validator dengan hasil rata-rata 86,33% yang menunjukkan bahwa media ini sangat valid untuk digunakan dalam pembelajaran. Uji praktikalitas yang melibatkan 14 siswa menghasilkan rata-rata 90% sehingga media ini dianggap sangat praktis . Sementara itu, uji efektivitas dengan 25 soal tes menunjukkan efektivitas sebesar 89,71% yang menandakan bahwa media ini efektif dalam meningkatkan pemahaman siswa. Hasil penelitian menunjukkan bahwa game edukasi berbasis android ini mampu meningkatkan keterlibatan siswa dalam belajar memberikan pengalaman belajar yang lebih menarik, serta dapat digunakan sebagai media pembelajaran mandiri. Namun, penelitian ini memiliki beberapa keterbatasan, antara lain hanya diterapkan pada kelas X jurusan Elektronika Industri di SMK Semen Padang, sehingga hasilnya tidak dapat digeneralisasikan ke seluruh SMK atau jurusan lain. Selain itu, meskipun media telah terbukti valid, praktis, dan efektif, pengembangannya masih dapat disesuaikan lebih lanjut dengan kebutuhan peserta didik.
Korelasi Kegiatan Magang Industri dengan Minat Berwirausaha Siswa Sekolah Menegah Kejuruan Sepriana, Rina; Darwas, Rahmadini; Giatman, Muhammad; Sefriani, Rini
JURNAL JENDELA PENDIDIKAN Vol. 5 No. 03 (2025): Jurnal Jendela Pendidikan: Edisi Agustus 2025
Publisher : CV. Jendela Edukasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57008/jjp.v5i03.1630

Abstract

Penelitian ini bertujuan untuk menganalisis hubungan antara hasil belajar praktik kerja industri atau magang industri siswa SMK dengan minat berwirausaha. Jenis penelitian ini adalah kuantitatif korelasional. Instrumen yang digunakan dalam penelitian ini adalah angket skala likert. Populasi dalam penelitian ini adalah siswa kelas XII di SMKN 2 Padang, sampel sebanyak 47 siswa jurusan Teknik Komputer dan Jaringan. Analisis data dilakukan dengan menggunakan rumus korelasi Pearson Product Moment (PPM). Berdasarkan pengolahan data yang dilakukan, diperoleh hasil penelitian yang menunjukkan bahwa terdapat hubungan yang signifikan antara hasil belajar praktik kerja industri siswa dengan minat berwirausaha siswa. Hal ini menunjukkan bahwa kegiatan magang industri yang diikuti secara langsung oleh siswa memberikan dampak yang baik terhadap tumbuh kembang minat berwirausaha siswa SMK.
Pengembangan E-Modul Pada Mata Pelajaran Kimia Berbasis Web Kelas XII Di SMAN 6 Padang TA 2024/2025 Ayu Ningsih Saputri; Indra Wijaya; Rini Sefriani
Tarbiyah bil Qalam : Jurnal Pendidikan Agama dan Sains Vol. 9 No. 2 (2025): Volume IX Edisi II ( Juli-Desember In-Press)
Publisher : Sekolah Tinggi Ilmu Tarbiyah Al-Bukhary Labuhanbatu

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

Abstract

Penelitian dan pengembangan ini bertujuan untuk menghasilkan modul berbasis web pada mata pelajaran kimia kelas XII di SMA Negeri 6 Padang semester genap TA 2024/2025. Penelitian ini menggunakan metode pengembangan penelitian (R&D). Subjek penelitian berjumlah 30 orang. Model pengembangan yang digunakan adalah model pengembangan (ADDIE) dengan langkah-langkah pengembangannya adalah sebagai berikut: (1) analyze, (2) design, (3) development, (4) implementation dan (5) evaluate. Modul berbasis web dilakukan dengan uji validitas oleh para ahli. Secara keseluruhan penilaian uji validator terhadap tiga validator pada modul berbasis web diperoleh nilai sebesar 98%, dengan interpretasi sangat valid digunakan. Hasil uji praktikalitas oleh guru dan siswa diperoleh nilai sebesar 87,64% dengan interpretasi sangat praktis digunakan. Hasil uji efektivitas e-modul diperoleh nilai sebesar 88,40% dengan interpretasi sangat efektif digunakan. Kesimpulannya, berdasarkan penilaian beserta masukan para ahli dan pengguna e-modul berbasis web pada pembelajaran kimia yang sudah teruji sangat valid, sangat praktikalis, dan sangat efektif untuk digunakan pada pembelajaran kelas XII di SMAN 6 Padang.
Pendampingan Implementasi Kurikulum Merdeka di SMP Islam Khaira Ummah Padang Sefriani, Rini; Radyuli, Popi; Sepriana, Rina
Jurnal Abdimas Mahakam Vol. 8 No. 01 (2024): Januari
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24903/jam.v8i01.2486

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan pengetahuan dan pemahaman kepada guru SMP Islam Khaira Ummah tentang implementasi kurikulum merdeka. Sasaran dari kegiatan in adalah guru aktif mengajar di Sekolah Menengah Pertama Islam Khaira Ummah. Kegiatan ini di awali dengan observasi dan wawancara denga kepala sekolah serta guru. Setelah itu merembukkan jadwal pelaksanaa kegiatan pemberian pelatihan Implementasi Kurikulum Merdeka di seoklah tersebut. Pelatihan dilakukan dengan mendatangkan fasilitator Implementasi Kurikulum Merdeka dari kementrian dan sebagai pesertanya adalah guru SMP Islam Khaira Ummah Padang. Kegiatan dilakukan secara bertahap, yaitu pertemuan 1, kedua dan ketiga. Setelah dilakukan evaluasi diperoleh informasi bahwa para gur di SMP Islam Khaira Ummah mengalami peningkatan pemahaman terkait penerapan kurikulumm Merdeka.
PENGGUNAAN RAD MODEL DALAM PERANCANGAN SISTEM INFORMASI PENERIMAAN MAHASISWA BARU STKIP MUHAMMADIYAH MUARA BUNGO Putra, Yogi Irdes; Sefriani, Rini; Ridoh, Ahmad; Pilitan, Raja Bani; Kurniawan, Ade
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 2 No. 2 (2021): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pti.v2i02.612

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The purpose of this research is to produce a new admissions information system that is eligible for registration of prospective students. This research uses RAD model (Rapid Application Development) method. The research stages include requirements planning, design, and implementation. The new student admission information system that has been designed to provide convenience to prospective new students to register at STKIP Muhammadiyah Muara Bungo.
Perancangan Media Pembelajaran Interaktif Adobe Animate CC Desain Komunikasi Visual Kelas XI SMK Dastri, Dean Oksaputra; Sefriani, Rini; Radyuli, Popi
Bitnet: Jurnal Pendidikan Teknologi Informasi Vol. 10 No. 3 (2025): Bitnet: Jurnal Pendidikan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/bitnet.v10i3.10645

Abstract

This study aims to design and develop an interactive learning medium using Adobe Animate CC as a teaching tool for the Visual Communication Design subject for Grade XI students at SMK N 3 Padang. The lack of engaging and effective interactive learning media, along with predominantly one-way evaluation methods, forms the basis for the development of this medium. The research adopts a Research and Development (R&D) approach using the ADDIE development model, which includes Analyze, Design, Development, Implementation, and Evaluation stages. Validation results from three experts indicate that the media is highly valid, with an average score of 89.33%. Student assessments of practicality place the media in the highly practical category 88.14%, and its effectiveness in the learning process is rated as highly effective 87.53%. This interactive learning medium is designed to provide a more engaging and enjoyable learning experience through instructional content and quizzes aligned with the Visual Communication Design curriculum.
PENERAPAN MODEL PEMBELAJARAN INTRODUCTION, CONNECT, APLLY, REFLECTION AND EXTEND (ICARE) DALAM PEMBELAJARAN TEKNOLOGI INFORMASI DAN KOMUNIKASI Sefriani, Rini; Jalinus, Nizwardi; Abdullah, Rijal; Ridwan, Ridwan
AT-TAJDID Vol 8, No 1 (2024): JANUARI-JUNI 2024
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/att.v8i1.3343

Abstract