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Media animasi Powtoon: meningkatkan literasi digital guru Marta, Rizkayeni; Giatman, Muhammad; Maksum, Hasan; Hikmah, Rezkiyana
Jurnal EDUCATIO: Jurnal Pendidikan Indonesia Vol. 9 No. 2 (2023): Jurnal EDUCATIO: Jurnal Pendidikan Indonesia
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/1202323332

Abstract

This research aims to investigate the influence and effectiveness of using Powtoon animated media on teachers' digital literacy skills. The research approach is quantitative with an experimental design called one-group pretest-posttest design. the research population consists of all the English language teachers who are part of the MGMP in the Lima Puluh Kota District. The research sample comprises 19 teachers selected using random sampling techniques. The instrument used is a pretest-posttest exam, which will be analyzed using a paired sample t-test and N-gain score. The paired sample t-test resulted in a significance value (2-tailed) of 0.000, where the significance value (2-tailed) is less than the significance level of 0.05. The N-gain score test yielded a score of 0.4, which falls into the moderate category. This research concludes that Powtoon animated media has a significant influence and is effective in enhancing teachers' digital literacy skills. This research has a positive impact on the effectiveness of digital literacy among teachers in using Powtoon animation media.
Bagaimana perkembangan kurikulum di indonesia?: sebuah tinjauan berbasis meta-analisis terhadap perkembangan kurikulum vokasi di indonesia Marta, Rizkayeni; Maksum, Hasan; Waskito, Waskito; Dewi, Ika Parma; Mursyida, Lativa
Jurnal EDUCATIO: Jurnal Pendidikan Indonesia Vol. 10 No. 1 (2024): Jurnal EDUCATIO: Jurnal Pendidikan Indonesia
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/1202423984

Abstract

Perkembangan kurikulum vokasi di Indonesia menjadi sorotan penting dalam upaya meningkatkan relevansi dan efektivitas pendidikan teknologi kejuruan. Dalam artikel ini, dilakukan sebuah tinjauan mendalam terhadap evolusi kurikulum vokasi di Indonesia, memulai dari implementasi Kurikulum 2013 (K13), perkenalan Kurikulum Merdeka, hingga adopsi Kurikulum Outcome-Based Education (OBE) tujuan penelitian ini ialah memberikan persepsi bagaimana kurikulum vokasi di indonesia berkembang yang mana mencakup aspel-aspek utama pada kurikulum yang terfokus pada Pendidikan vokasi dengan meninjau ulang kajian serta implementasi yang sudah dipublikasikan. Metode yang digunakan pada meta-analisis ini ialah metode PRISMA untuk pengelompokkan referensi dan kemudian perhitungan statistic dengan JASP dengan pengolahan data Classical Meta Analysis. Hasil yang didapatkan melalui analisis meta terhadap berbagai studi, digali dampak dari setiap kurikulum terhadap pendidikan vokasi di Indonesia.Hasil analisis menunjukkan bahwa setiap kurikulum memiliki kelebihan dan kelemahan masing-masing. Kurikulum 2013 menghadirkan pendekatan yang lebih holistik dan interdisipliner, sementara Kurikulum Merdeka menekankan pada fleksibilitas dan otonomi institusi pendidikan. Di sisi lain, Kurikulum OBE menitikberatkan pada penerapan penilaian berbasis kompetensi dan hasil yang terukur. Melalui grafik funnel plot dan analisis statistik yang mendalam, ditemukan bahwa penggunaan Kurikulum OBE memiliki dampak yang signifikan terhadap efektivitas pendidikan vokasi, dengan nilai koefisien yang menunjukkan dampak yang tinggi. Kesimpulannya, evolusi kurikulum vokasi di Indonesia mencerminkan upaya yang berkelanjutan untuk meningkatkan kualitas dan relevansi pendidikan teknologi kejuruan.
Analisis Tipe Kepribadian dan Minat Karir Mahasiswa Berdasarkan Teori Holland (RIASEC) Saputra, Noris Dwi; Delianti, Vera Irma; Marta, Rizkayeni; Asmara, Delvi
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.v5i6.7950

Abstract

Career selection is a strategic process for university students in determining a future path aligned with their potential, interests, and personality traits. Students of the Informatics Engineering Education Program at Universitas Negeri Padang face diverse career opportunities, necessitating accurate mapping of personality types and career interests to support more targeted career decision-making. This study aims to examine the construct validity and reliability of students' personality types and career interests based on Holland’s RIASEC theory, which classifies individuals into six personality types correlated with specific career tendencies. A quantitative approach was employed using Confirmatory Factor Analysis (CFA). The sample consisted of 51 active students from the 2021 cohort, selected using Slovin’s formula from a total population of 104. The research instrument was a closed-ended questionnaire adapted from the Self-Directed Search (SDS), utilizing a 5-point Likert scale and analyzed with SmartPLS 4 software. The analysis showed that all indicators had outer loading values > 0.70 and Average Variance Extracted (AVE) > 0.50. Additionally, Cronbach’s Alpha and Composite Reliability values exceeded 0.90, indicating excellent instrument reliability. The Standardized Root Mean Square Residual (SRMR) values were 0.074 for the personality model and 0.071 for the career interest model, demonstrating acceptable model fit. These findings confirm that the personality and career interest models based on Holland’s theory are valid and reliable, and may serve as a foundation for the development of structured, data-driven assessment instruments and career guidance services.
Rancang Bangun E-Konseling Berbasis Web Untuk Penjadwalan Dan Pengelolaan Bimbingan Konseling Di Smkn3 Padang Syukri, Raihan; Marta, Rizkayeni; Farell, Geovanne; Asmara, Delvi
Jurnal Pendidikan Tambusai Vol. 9 No. 3 (2025): Desember
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

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

Abstract

Proses administrasi bimbingan dan konseling (BK) di SMKN 3 Padang masih dilakukan secara manual, bergantung pada agenda fisik dan arsip. Sistem ini rawan terhadap inefisiensi, kehilangan data, kesalahan penjadwalan, serta menciptakan hambatan psikologis yang signifikan (stigma, malu) bagi siswa yang ingin mengakses layanan. Penelitian ini bertujuan untuk merancang dan membangun portal e-konseling berbasis web guna mendigitalisasi keseluruhan proses konseling, mulai dari penjadwalan hingga manajemen data, dan mengurangi hambatan akses siswa. Metode yang digunakan adalah rekayasa perangkat lunak dengan metodologi Rapid Application Development (RAD), diimplementasikan menggunakan bahasa pemrograman PHP dan framework Laravel. Portal yang dikembangkan mencakup fitur untuk lima peran pengguna (Admin, Siswa, Guru BK, Wali Kelas, Guru Mapel), seperti registrasi akun, verifikasi penjadwalan online, manajemen biodata siswa, pelaporan berjenjang (guru ke konselor), konseling via chat online, serta chatbot AI (FlowiseAI) untuk layanan informasi garda depan. Evaluasi teknis dilakukan untuk menilai performa menggunakan GTmetrix. Hasil penelitian menunjukkan bahwa sistem ini mampu mengatasi berbagai permasalahan administratif, meningkatkan efisiensi waktu, dan memastikan akses layanan yang tepat dengan menurunkan hambatan psikologis. Pengujian performa menghasilkan "Grade A", dengan Performa 91%, Struktur 98%, LCP rata-rata 1.37s, TBT 8.67ms, dan CLS 0, yang mencerminkan bahwa portal memenuhi bahkan melampaui standar Core Web Vitals dari Google.
The Influence of Interactive Learning Media with a Digital Story Telling Approach on Student Learning Outcomes in Informatics Subject at SMPN 5 Padang Panjang Hafizah, Anisa; Efrizon, Efrizon; Dewi, Ika Parma; Marta, Rizkayeni
Jurnal Pengabdian Nusantara Vol. 3 No. 4 (2025): DESEMBER
Publisher : Konsorsium Nasional Pengelola Jurnal Pengabdian

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32832/jpn.v3i4.117

Abstract

The rapid advancement of technology in the globalization era has transformed education, emphasizing the integration of innovative tools to enhance learning quality. This study investigates the influence of interactive learning media using a digital storytelling approach on student learning outcomes in Informatics at SMPN 5 Padang Panjang. It combines narratives with multimedia elements like images, audio, video, and animations to make learning more engaging and meaningful. Employing a quantitative quasi-experimental design, this research involved 62 grade VIII students: 31 in the experimental group (using interactive digital storytelling media) and 31 in the control group (conventional methods). Data were collected via pre- and post-tests, analyzed using Shapiro-Wilk for normality (Sig. > 0.05, confirming normal distribution), Levene's test for homogeneity (Sig. = 0.103 > 0.05, indicating equal variances), and independent sample t-test for hypothesis testing. Results revealed a significant difference in post-test scores: the experimental group's mean was 87.94 (SD = 7.711), compared to the control group's 82.29 (SD = 10.706). The t-test yielded t_count = 2.38 > t_table = 1.671 (df = 60, α = 0.05, Sig. = 0.020), rejecting the null hypothesis and confirming a positive, significant effect. Students in the experimental group showed high enthusiasm and active participation, particularly in understanding Computer Systems material.
Augmented Reality-Based Learning Media for Computer and Telecommunication Network Engineering in Vocational Schools Akhiru Ramadhan, Gian; Marta, Rizkayeni; Rahmy Jasril, Ilmiyati; Darni, Resmi
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 13, No 4 (2025): Voteteknika (Vocational Teknik Elektronika dan Informatika)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v13i4.136078

Abstract

Hardware learning in the Computer and Network Engineering (CNE) Program at vocational high schools is often constrained by limited physical practice tools and media, such as static textbooks and 2D images, which are less effective in visualizing three-dimensional objects. This fails to provide an in-depth understanding of complex hardware components, a foundational skill in vocational education. Augmented Reality (AR) is one of the technologies with great potential to improve learning quality. This study is a Research and Development (R&D) project that aims to design and develop a comprehensive AR-based learning media. The development process was carried out using the Multimedia Development Life Cycle (MDLC) method, consisting of concept, design, material collecting, assembly, testing, and distribution. The novelty of this research lies in its integration of three domains—computer hardware, basic network devices, and fiber optic and telecommunication tools—aligned with the Kurikulum Merdeka learning outcomes. Application feasibility was evaluated in two stages: functional testing using the User Acceptance Testing (UAT) method involving 10 students and validation by media and material experts (two media experts and two material experts). The development resulted in a functional learning media containing 13 interactive 3D models and a quiz feature. Based on the UAT results, all main functionalities—including menu navigation, 3D object visualization, user interaction, and quiz systems—performed as expected. Furthermore, the expert validation yielded an average Aiken's V score of 0.90, categorizing the media as "highly valid". It is concluded that this AR-based learning media is both functionally feasible and highly valid as an innovative instructional tool to enhance students’ understanding of computer and network hardware.Keywords— Augmented Reality, Learning Media, Marker-Based AR, Android, Computer Hardware
Self-Efficacy: Meningkatkan Jiwa Kewirausahaan Di Era Digital Marta, Rizkayeni; Ganefri; Yulastri, Asmar; Riyanda, Afif Rahman; Hasan, Hanapi; Yunus, Yuliawati
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i6.3641

Abstract

In the digital era which is full of rapid changes and complex challenges, success in the world of entrepreneurship is not only determined by technical knowledge and skills, but also by psychological factors. The entrepreneurial spirit is very important economically and socially so that entrepreneurship is very important both economically and socially. One of the factors driving the entrepreneurial spirit in the digital era is self-efficacy. Self-efficacy is essential for the willingness to act entrepreneurially, to identify and seize opportunities. Self-efficacy plays an important role in building an entrepreneurial spirit. The method for writing this article adopts the literature review method, articles sourced from the Google Scholar, elsevier, tanfonline platforms. In an effort to improve the entrepreneurial spirit in the digital era, contributions from the world of education are needed, so that educational programs can influence individuals' self-efficacy and self-confidence, supporting them to try, learn, and persist in pursuing an entrepreneurial future. Thus, individuals who have high self-efficacy regarding entrepreneurship will have high self-confidence, thereby triggering enthusiasm to become someone who has an entrepreneurial spirit.
Analisis Efektivitas Model Pembelajaran Problem Based Learning Dalam Pendidikan Vokasi Berbasis Meta-Analysis Marta, Rizkayeni; Ambiyar; Wulansari, Rizky Ema; Yulianti, Rosi
The Indonesian Journal of Computer Science Vol. 13 No. 3 (2024): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i3.4056

Abstract

The Problem-Based Learning (PBL) model has become a major focus in vocational education, promising an integrated and contextual approach to problem-oriented learning. This research aims to conduct a meta-analysis of existing scientific publications to gain a deeper understanding of the effectiveness of the PBL model in vocational education. The results of the analysis indicate that the success of PBL implementation in vocational education is significantly influenced by several variables, including appropriate learning design, support from instructors/facilitators, and interactions among learners. With a deeper understanding of the factors affecting the effectiveness of PBL in vocational education, it is expected that this learning model can be improved and developed more optimally, thereby making a more significant contribution to enhancing learning outcomes, skills, and the readiness of learners to enter the workforceThe Problem-Based Learning (PBL) model has become a major focus in vocational education, promising an integrated and contextual approach to problem-oriented learning. This research aims to conduct a meta-analysis of existing scientific publications to gain a deeper understanding of the effectiveness of the PBL model in vocational education. The results of the analysis indicate that the success of PBL implementation in vocational education is significantly influenced by several variables, including appropriate learning design, support from instructors/facilitators, and interactions among learners. With a deeper understanding of the factors affecting the effectiveness of PBL in vocational education, it is expected that this learning model can be improved and developed more optimally, thereby making a more significant contribution to enhancing learning outcomes, skills, and the readiness of learners to enter the workforce
Analisis Efektivitas dan Implikasi Penerapan Metode Pembelajaran Project Based Learning dalam Konteks Pendidikan Vokasional di Sekolah Menengah Kejuruan: Sebuah Meta-Analisis yang Komprehensif Marta, Rizkayeni; Ambiyar
The Indonesian Journal of Computer Science Vol. 13 No. 4 (2024): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i4.4057

Abstract

This research aims to thoroughly analyze the influence and implications of Project-Based Learning (PBL) on students' critical thinking abilities in the context of vocational education in vocational high schools (SMK). The research method employed is meta-analysis, utilizing a sample of 20 articles from national journals. The instrument used consists of systematically arranged coding categories. The results of the meta-analysis indicate that the impact of Project-Based Learning on students' critical thinking abilities in both vocational high schools (SMK) and general high schools (SMA) is generally positive, but more effective when implemented by students at the SMA level. Additionally, the analysis demonstrates that the use of both real and virtual media in the context of project-based learning has a positive impact on the development of students' critical thinking skills. The implications of these findings are highly relevant for the development of curricula and more effective learning strategies in preparing students to meet the increasingly complex and dynamic demands of the workforce
Integrasi Edpuzzle dalam Pendidikan Vokasi untuk Pengembangan Media Pembelajaran Interaktif Guru TIK melalui Pelatihan Berbasis Pengabdian Irfan, Dedy; Farell, Geovanne; Marta, Rizkayeni
Suluah Bendang: Jurnal Ilmiah Pengabdian Kepada Masyarakat Vol 26, No 1 (2026): Suluah Bendang: Jurnal Ilmiah Pengabdian kepada Masyarakat
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/sb.07000

Abstract

Cendrung rendahnya kemampuan guru dalam mengembangkan media pembelajaran interaktif menjadi salah satu kendala dalam meningkatkan kualitas pembelajaran di pendidikan vokasi. Sebagian besar guru masih menggunakan metode konvensional yang kurang mampu meningkatkan motivasi dan keterlibatan siswa. Penelitian ini bertujuan untuk mengembangkan kompetensi guru TIK melalui integrasi aplikasi Edpuzzle dalam pembuatan video pembelajaran interaktif melalui pelatihan berbasis pengabdian kepada masyarakat. Metode yang digunakan adalah pendekatan pelatihan partisipatif dengan tahapan pretest, penyampaian materi, praktik langsung, penugasan mandiri, serta post-test dan evaluasi persepsi peserta. Subjek kegiatan adalah guru-guru MGMP TIK di Kabupaten Lima Puluh Kota. Hasil kegiatan menunjukkan adanya peningkatan pemahaman dan keterampilan guru dalam mengembangkan media pembelajaran berbasis video interaktif. Selain itu, peserta memberikan respon positif terhadap pelatihan yang dilaksanakan, terutama dalam hal kemudahan penggunaan Edpuzzle dan potensinya dalam meningkatkan motivasi belajar siswa. Dengan demikian, pelatihan berbasis pengabdian ini efektif dalam mendukung transformasi pembelajaran digital di pendidikan vokasi.