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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.
Sistem Pendukung Keputusan Berbasis Simple Additive Weighting untuk Pemilihan Mahasiswa Terbaik: Rancang Bangun, Validasi Manual, dan Implementasi Web Muwaffaq, M. Taqy; Zulwisli, Zulwisli; Delianti, Vera Irma; Marta, Rizkayeni
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/detd7h51

Abstract

Pemilihan mahasiswa terbaik membutuhkan mekanisme penilaian yang objektif, transparan, dan efisien karena keputusan tidak hanya ditentukan oleh Indeks Prestasi Kumulatif, tetapi juga prestasi akademik dan non-akademik, absensi, sikap, serta peran penilai yang berbeda. Penelitian ini bertujuan merancang dan membangun Sistem Pendukung Keputusan (SPK) berbasis web untuk pemilihan mahasiswa terbaik menggunakan metode Simple Additive Weighting (SAW). Penelitian menggunakan pendekatan rancang bangun dengan model prototyping yang mencakup analisis kebutuhan pengguna, perancangan mock-up, implementasi sistem, pengujian, dan revisi. Sistem melibatkan empat aktor, yaitu mahasiswa, dosen penilai, ketua program studi, dan admin jurusan. Data utama yang diolah meliputi data mahasiswa, kriteria, bobot, nilai per kriteria, hasil normalisasi, nilai preferensi, dan laporan ranking. Hasil penelitian menunjukkan bahwa sistem mampu mengelola data mahasiswa dan kriteria, memproses penilaian, menampilkan tahapan perhitungan SAW, serta menghasilkan ranking otomatis. Validasi manual menunjukkan kesesuaian ranking antara perhitungan sistem dan perhitungan SAW manual, dengan alternatif A3 memperoleh nilai tertinggi, diikuti A1 dan A2. Pengujian black box pada modul login, mahasiswa, penilaian, perhitungan SAW, dan ranking menunjukkan seluruh skenario berjalan berhasil. Kebaruan penelitian ini terletak pada integrasi alur seleksi multi-aktor, konfigurasi kriteria berbobot, transparansi tahapan perhitungan, dan validasi komputasi manual dalam satu prototipe web yang dapat digunakan oleh program studi. Selecting the best student requires an objective, transparent, and efficient assessment mechanism because the decision is not only determined by grade point average but also by academic and non-academic achievements, attendance, attitude, and the involvement of different assessors. This study aims to design and develop a web-based Decision Support System (DSS) for selecting the best student using the Simple Additive Weighting (SAW) method. The study employed a design-and-development approach with a prototyping model consisting of user requirement analysis, mock-up design, system implementation, testing, and revision. The system involves four actors: students, assessors, the head of the study program, and the department administrator. The main data processed include student data, criteria, weights, scores for each criterion, normalization results, preference values, and ranking reports. The results show that the system can manage student and criteria data, process assessments, display SAW calculation stages, and generate automatic rankings. Manual validation confirmed the consistency between system-generated rankings and manual SAW computation, where alternative A3 achieved the highest score, followed by A1 and A2. Black-box testing on the login, student data, assessment, SAW calculation, and ranking modules showed that all scenarios were successful. The novelty of this study lies in integrating a multi-actor selection workflow, configurable weighted criteria, transparent calculation stages, and manual computational validation into a single web prototype that can be used by a study program.
Pengembangan Sistem Informasi Perpustakaan Berbasis Web Menggunakan Framework Laravel dan Metode Waterfall di SMKN 5 Padang Fahmi, Elga Fahreza; Adri, Muhammad; Irfan, Dedy; Marta, Rizkayeni
Journal of Authentic Research Vol. 5 No. 2 (2026): May
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/6yg1gz25

Abstract

Perkembangan teknologi informasi di bidang pendidikan mendorong sekolah untuk meningkatkan kualitas layanan administrasi dan literasi melalui transformasi digital. Salah satu unit sekolah yang membutuhkan pengelolaan berbasis teknologi adalah perpustakaan. SMKN 5 Padang masih melakukan pengelolaan administrasi perpustakaan secara manual dan semi digital sehingga menimbulkan berbagai permasalahan seperti lambatnya proses pengolahan data, kesalahan pencatatan transaksi buku, kesulitan dalam pencarian koleksi buku, serta keterlambatan pembuatan laporan. Penelitian ini bertujuan untuk mengembangkan sistem informasi perpustakaan berbasis web menggunakan framework Laravel dan metode pengembangan Waterfall guna meningkatkan efisiensi layanan pengelolaan perpustakaan di SMKN 5 Padang. Tahapan metode Waterfall terdiri dari analisis kebutuhan, perancangan sistem, implementasi, pengujian, dan pemeliharaan. Sistem dikembangkan menggunakan bahasa pemrograman PHP, framework Laravel, Bootstrap, dan basis data MySQL. Pengujian sistem dilakukan menggunakan Black Box Testing dan System Usability Scale (SUS). Hasil penelitian menunjukkan bahwa sistem yang dikembangkan mampu mengelola data buku, data anggota, transaksi peminjaman dan pengembalian, serta pembuatan laporan secara efektif dan real time. Pengujian Black Box menunjukkan seluruh fungsi sistem berjalan sesuai kebutuhan pengguna. Evaluasi usability juga menunjukkan hasil sangat baik dengan skor SUS berkisar antara 76,25 hingga 97,5 (kategori Best Imaginable dan Excellent) dari administrator, guru, dan siswa. Dengan demikian, sistem yang dikembangkan dapat meningkatkan efisiensi, akurasi, dan aksesibilitas layanan perpustakaan di SMKN 5 Padang.
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.