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Development of a CBT Application Using a Prototype Method for Major Determination Based on Talents and Interests Mahyeandra, Musdalipa; Dewi, Ika Parma; Marta, Rizkayeni; Mursyida, Lativa; Hanafi, Hafizul Fahri
Bigint Computing Journal Vol 3 No 1 (2025)
Publisher : Ali Institute of Reseach and Publication

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55537/bigint.v3i1.1049

Abstract

Computer-Based Test (CBT) is a computer-based examination system used as a medium for administering tests. The presentation and selection of questions are computerized so that each participant receives a different set of questions. This system is developed to minimize cheating, question leaks, limited number of questions, and damage to questions, as well as to ensure more accurate exam results. The problem faced in this study is the inaccuracy in determining the majors for several new students at SMKN 1 Sitiung. This study aims to develop a CBT application that can help determine the majors of new students based on their talents and interests. The research method used is the prototype method, which includes three stages: Listening to the Customer, Building or Revising the Mock-up, and Testing. The results of the study show that the developed CBT application is able to help schools determine student majors more accurately, minimize errors in major placement, and ensure that students are placed according to their talents and interests.
Design and Development of a Decision Support System Using the SMART Method for Extracurricular Selection at the Singosari Delitua Education Foundation Sitepu, Raynald; Mursyida, Lativa; Delianti, Vera Irma; Samala, Agariadne Dwinggo; Sinaga, Lotar Mateus
Bahasa Indonesia Vol 16 No 05 (2024): Instal : Jurnal Komputer
Publisher : Cattleya Darmaya Fortuna

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54209/jurnalinstall.v16i05.295

Abstract

This research aims to apply the SMART method (Simple Multi-Attribute Rating Technique) as a System Decision Support (SPK) in selecting activities extracurricular for students at the Singosari Education Foundation Delitua. The SMART method is applied to analyze criteria such as physical condition, medical history, interests, talents, and achievements, ensuring that students are matched with the most suitable extracurricular activities. Data collection was carried out through interviews and observations, followed by system design and testing. The research findings demonstrate that the SMART method successfully optimizes the decision-making process, enhances efficiency, and improves student satisfaction in extracurricular selection.
Needs Analysis of Web-Based Counseling Guidance Applications in SMKN 6 Padang Afif, Aqil; Mursyida, Lativa
Journal of Intelligent Systems and Information Technology Vol. 2 No. 1 (2025): January
Publisher : Apik Cahaya Ilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61971/jisit.v2i1.136

Abstract

This research explores the condition of student counseling services at SMKN 6 Padang, which currently still relies on manual methods such as notebooks and Excel, risking data loss and inaccuracies. This research aims to identify the need for a web-based counseling application to improve data accuracy, expedite processes, and enhance accessibility for all stakeholders. Using qualitative methods, including observations and semi-structured interviews with guidance and counseling teachers, this research provides a comprehensive understanding of the existing system, its advantages, and its disadvantages. The findings indicate an urgent need for an integrated web-based application to address issues such as students' reluctance to seek counseling and inefficient documentation. The proposed solution includes an online platform for private consultations and efficient data management, which is expected to streamline the counseling process, improve data accuracy, and facilitate better communication between teachers, students, and parents. This research emphasizes the importance of utilizing technology to enhance the effectiveness of student counseling services.
Analisis Penggunaan Media Pembelajaran Berbasis Augmented Reality Terhadap Kemampuan Pemahaman Konsep Materi Urrahmah, Syifa; Tasrif, Elfi; Irma Delianti, Vera; Mursyida, Lativa
Jurnal Pendidikan Tambusai Vol. 9 No. 1 (2025)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v9i1.25052

Abstract

Perkembangan teknologi menuntut pendidikan untuk terus berinovasi dengan memanfaatkan media pembelajaran yang efektif, seperti augmented reality. Augmented reality menciptakan suasana belajar yang interaktif dan menyenangkan melalui penggabungan visualisasi dunia nyata dengan objek virtual, sehingga menarik perhatian dalam dunia pendidikan untuk meningkatkan pemahaman pelajaran. Penelitian ini bertujuan untuk menganalisis validitas, praktikalitas, dan efektivitas media pembelajaran berbasis augmented reality dalam meningkatkan kemampuan pemahaman konsep materi perangkat keras komputer mata pelajaran Informatika. Penelitian ini dilakukan di kelas X TKJ 1 dan X TKJ 2 di SMK Negeri 5 Padang. Instrumen yang digunakan adalah tes objektif tipe pilihan ganda dan instrument non tes berupa angket. Hasil penelitian menunjukkan bahwa penggunaan media pembelajaran berbasis augmented reality memiliki pengaruh signifikan terhadap peningkatan kemampuan pemahaman konsep materi siswa. Hal ini dibuktikan dengan hasil uji hipotesis memperoleh nilai sig. (2-tailed) sebesar 0,00 (<0,05) dan nilai N-gain sebesar 0,7293 (kategori tinggi), dengan persentase keefektifan 72,92%. Media pembelajaran berbasis augmented reality dinilai sangat layak digunakan sebagai media pembelajaran tambahan berdasarkan validasi ahli (95%), serta angket praktikalitas oleh guru (95%) dan siswa (87%). Keunggulan media AR meliputi visualisasi yang realistis, kemampuan pengamatan berulang, pengalaman belajar yang lebih interaktif, dan efisiensi dalam penggunaan alat peraga.
E-Modules for Computer Network Practicum Based on Problem-Based Learning and Peer Tutoring: A Practical Solution to Develop 21st-Century Skills Mursyida, Lativa; Dewi, Ika Parma; Samala, Agariadne Dwinggo; Ranuharja, Fadhli
Journal of Education Technology Vol. 8 No. 1 (2024): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i1.63568

Abstract

Learning in the era of the Fourth Industrial Revolution requires innovation in learning, one of which is through learning media. E module is a learning media that is more efficient and flexible than conventional media. E-modules that are integrated with appropriate learning models can help achieve optimal learning outcomes. This research aims to develop an electronic module (e-module) for Computer Network Practicum based on Problem-Based Learning (PBL) and Peer Tutoring (PT) and test its effectiveness in enhancing 21st-century skills among students. The research method applied is Research and Development (R&D), with module validity and practicality evaluated by experts and students. Effectiveness testing is conducted by comparing post-test results between the experimental group using PBL and PT e-modules and the control group using conventional worksheets. The research findings indicate that the developed e-module has strong validity, is easy to implement, and is effective in improving 21st-century skills among students. The post-test results of the experimental group are also significantly higher than those of the control group. The implications of this research are significant contributions to the development of technology-based teaching materials to enhance the quality of computer network practicum learning. The implementation of PBL and PT strategies in the e-module can be an effective alternative in designing teaching materials oriented towards the development of 21st-century skills, serving as a guide for educators and curriculum developers to enhance innovative learning approaches across various subjects.
Improving the Competence of MGMP Informatics Teachers in Preparing Gamification-Based IBT in the Era of Education 5.0 Dewi, Ika Parma; Mursyida, Lativa; Suriani, Ari; Fikri, Ryan; Sandra, Randi Proska; Mubai, Akrimullah; Marta, Rizkayeni
GUYUB: Journal of Community Engagement Vol 6, No 1 (2025): Maret
Publisher : Universitas Nurul Jadid

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33650/guyub.v6i1.9906

Abstract

The primary issue in technology-based learning assessment is the limited ability of teachers to utilize and develop gamification methods. Most teachers still rely on manual, paper-based evaluation techniques, resulting in suboptimal integration of technology in the assessment process. This challenge necessitates further exploration by education practitioners regarding the implementation of information technology (IT) in learning, particularly for MGMP Informatics teachers. This community engagement program, titled "Development of Internet-Based Testing (IBT) Using Gamification Learning Methods", was conducted at SMPN 1 Tanah Datar. The objectives of this program were to: (1) enhance technological literacy in the education sector; (2) strengthen interest and skills in technology literacy among MGMP Informatics teachers at the junior high school level in Tanah Datar Regency; and (3) improve teachers' ability to design internet-based assessment instruments using a gamification approach. The program was implemented using a participatory approach, comprising training sessions, interactive workshops, and hands-on practice in developing internet-based assessment tools. Participants were introduced to various digital evaluation platforms, such as Google Forms, Quizizz, and Kahoot, and were trained on how to integrate gamification elements into learning assessments. The results indicated that 85% of participants showed an improvement in their understanding and skills in utilizing internet-based assessment technology. Additionally, teachers began adopting gamification methods in assessments, leading to increased student engagement in the learning process. This initiative is expected to encourage teachers to continuously develop innovative and interactive assessment methods aligned with technological advancements in education.
Rekayasa Aplikasi Media Pembelajaran Perangkat Komputer Berbasis Augmented reality Dalam Mata Pelajaran Informatika Kelas X SMKN 1 Tanjung Raya Andrian, Dio Rizki; Huda, Asrul; Mursyida, Lativa
Jurnal Vokasi Teknik Informatika Vol 3 No 3 (2023)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/javit.v3i3.159

Abstract

Tugas akhir ini menciptakan aplikasi media pembelajaran perangkat keras komputer dengan teknologi augmented reality (AR) untuk mata pelajaran Informatika di kelas X SMKN 1 Tanjung Raya. Pendekatan rekayasa perangkat lunak yang komprehensif diterapkan mulai dari analisis kebutuhan, perancangan sistem terstruktur, hingga implementasi. Aplikasi ini menyajikan konten pembelajaran interaktif melalui integrasi objek virtual 3D ke dunia nyata, memungkinkan siswa berinteraksi langsung dengan konsep abstrak dan mempercepat pemahaman tentang materi Informatika secara konkret. Survei di sekolah mengungkapkan keterbatasan akses fasilitas laboratorium komputer, hanya 90 siswa dari 358 yang dapat menggunakannya, mencerminkan tantangan serius dalam pembelajaran praktis. Oleh karena itu, tugas akhir ini muncul sebagai solusi yang relevan dan inovatif, merangkul konsep augmented reality untuk menciptakan pengalaman pembelajaran yang inklusif dan mengikatkan seluruh siswa. Harapannya, tugas akhir ini akan memberikan kontribusi berharga dalam evolusi teknologi pendidikan melalui solusi pembelajaran Informatika yang mutakhir. Dengan integrasi teknologi augmented reality, aplikasi ini membentuk paradigma pembelajaran yang baru, lebih interaktif, dan mendorong minat siswa secara optimal. Validitas aplikasi ini telah diuji dan terbukti dengan mencapai skor rata-rata sebesar 94%, mengonfirmasikan kualitas dan validitasnya. Melalui pengalaman pembelajaran yang diberikan, aplikasi AR ini diharapkan dapat memberikan kontribusi signifikan pada siswa kelas X di SMKN 1 Tanjung Raya, mengubah cara mereka memahami dan mengaplikasikan konsep-konsep Informatika secara lebih baik.
Rancang Bangun Online Shop Pada Apotek Diana Berbasis Website Yandra, Sidik Rama; Dewi, Ika Parma; Delianti, Vera Irma; Mursyida, Lativa
Jurnal Teknik Komputer dan Informatika Vol. 4 No. 1|April (2024): Jurnal Teknik Komputer dan Informatika (JTeKI)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jteki.v4i1.282

Abstract

In the rapidly evolving digital era, information technology has fundamentally transformed the way businesses operate. The utilization of the Internet and mobile devices has enabled businesses to create online platforms that facilitate business transactions more efficiently and provide greater accessibility to customers. Companies that fail to harness the potential of online business may miss valuable opportunities to reach customers and increase sales. To address these challenges, the author argues that a computerized system capable of addressing these issues is crucial. A solution is needed to streamline data processing and access while reducing error rates in the design of Diana Pharmacy's online store. The application's theme is crafted in the form of a program code to present a user-friendly interface with the system. Based on the results of the design of Diana Pharmacy's online store application, the availability of the website-based Diana Pharmacy online store will increase Diana Pharmacy's sales while benefiting Diana Pharmacy's customers. It is concluded that this occurs. This online store application is directly managed by the owner of Diana Pharmacy, and its data and confidentiality are maintained. An online store application tailored to the times, utilizing the functionality of payment gateways that facilitate the buying and selling process at Diana Pharmacy's online store.
Perancangan Website Penjualan dan Implementasi Payment Gateway Toko Arc Fotokopi Berbasis Framework Laravel Chan, Aldi Rizal; Samala, Agariadne Dwinggo; Mursyida, Lativa; Zaus, Mahesi Agni
Jurnal Pendidikan Tambusai Vol. 9 No. 2 (2025): Agustus
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v9i2.27889

Abstract

Penelitian ini dilatarbelakangi oleh kebutuhan digitalisasi pada UMKM, khususnya Toko ARC Fotokopi, untuk meningkatkan efisiensi operasional dan memperluas jangkauan layanan. Tujuan dari penelitian ini adalah merancang dan membangun website penjualan berbasis framework Laravel yang terintegrasi dengan payment gateway Midtrans. Metode pengembangan yang digunakan adalah model waterfall, dimulai dari tahap analisis hingga pengujian. Hasil penelitian menunjukkan bahwa sistem yang dibangun mampu memfasilitasi pemesanan barang dan jasa secara daring, serta melakukan verifikasi pembayaran secara otomatis. Pengujian menggunakan metode blackbox membuktikan bahwa seluruh fitur utama berjalan sesuai fungsinya. Kesimpulannya, implementasi website ini tidak hanya mempermudah proses transaksi bagi pembeli, tetapi juga meningkatkan efisiensi dan daya saing toko dalam menghadapi tantangan era digital.
Pengembangan E-Jobsheet Berbasis Project Based Learning Meggunakan Flipbook Maker Terhadap Hasil Belajar Mata Pelajaran Videografi Peserta Didik Kelas XI Animasi Di SMK N 4 Padang Asri, Hilmi; Darni, Resmi; Mursyida, Lativa
Journal of Innovative and Creativity Vol. 5 No. 3 (2025)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joecy.v5i3.4467

Abstract

Hasil belajar mata pelajaran Videografi kelas XI Animasi di SMK N 4 Padang masih rendah (73,3% peserta didik belum tuntas), salah satunya karena metode dan media pembelajaran yang kurang bervariasi dan belum sepenuhnya menerapkan pendekatan Kurikulum Merdeka. Penelitian ini bertujuan untuk mengembangkan dan menguji efektivitas e-jobsheet berbasis Project Based Learning (PjBL) menggunakan Flipbook Maker sebagai solusi inovatif dalam pembelajaran Videografi. Penelitian pengembangan ini berfokus pada pengembangan e-jobsheet yang selaras dengan prinsip PjBL untuk mata pelajaran Videografi di kelas XI Animasi SMK N 4 Padang. Diharapkan pengembangan e-jobsheet PjBL ini dapat meningkatkan variasi media pembelajaran dan secara signifikan meningkatkan hasil belajar serta pemahaman konsep peserta didik dalam Videografi.