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Pengembangan Kompetensi Multimedia Guru melalui Pelatihan Media Pembelajaran Berbasis Mobile Menggunakan Adobe Animate: Pendekatan Pengabdian kepada Masyarakat Irfan, Dedy; Hendriyani, Yeka; 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.07010

Abstract

Kompetensi guru dalam mengembangkan media pembelajaran berbasis multimedia menjadi faktor penting dalam mendukung pembelajaran di era digital. Meskipun fasilitas seperti laptop dan proyektor telah tersedia, pemanfaatannya belum optimal karena keterbatasan pengetahuan dan keterampilan dalam penggunaan software multimedia. Penelitian ini bertujuan untuk meningkatkan kompetensi multimedia guru melalui pelatihan pembuatan media pembelajaran berbasis mobile menggunakan Adobe Animate dengan pendekatan pengabdian kepada masyarakat. Metode yang digunakan adalah pelatihan partisipatif yang meliputi tahap observasi, penyampaian materi, praktik langsung, serta pendampingan dalam pengembangan produk media pembelajaran. Kegiatan dilaksanakan dengan melibatkan guru-guru MGMP Bahasa Inggris di Kabupaten Lima Puluh Kota. Hasil kegiatan menunjukkan adanya peningkatan pemahaman dan keterampilan guru dalam mengembangkan media pembelajaran berbasis mobile. Selain itu, peserta berhasil menghasilkan produk media pembelajaran yang dapat digunakan dalam proses pembelajaran. Pelatihan ini juga mampu meningkatkan motivasi dan kepercayaan diri guru dalam memanfaatkan teknologi. Dengan demikian, kegiatan pengabdian ini efektif dalam mendukung pengembangan kompetensi multimedia guru dan transformasi pembelajaran berbasis teknologi.
Pengembangan Smart Ordering System pada Kafe Lentera Berbasis Web Menggunakan Metode Content-Based filtering Kamila, Putri; Resmidarni, Resmidarni; Marta, Rizkayeni; Fatmi, Yulia
Journal of Authentic Research Vol. 5 No. 2 (2026): May
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/2xz80c27

Abstract

Perkembangan teknologi informasi telah mendorong transformasi digital pada sektor UMKM kuliner, namun Kafe Lentera masih menghadapi tantangan operasional akibat penggunaan sistem pemesanan manual yang rawan kesalahan pencatatan dan menyebabkan antrean panjang pada jam sibuk. Selain itu, ketiadaan fitur rekomendasi menu membuat pelanggan kesulitan menentukan pilihan sesuai preferensi mereka. Penelitian ini bertujuan untuk merancang dan membangun Smart Ordering System berbasis web yang mengintegrasikan fitur rekomendasi menu menggunakan metode Content-Based Filtering (CBF) serta sistem pembayaran digital melalui QRIS. Pengembangan sistem dilakukan dengan mengikuti model Waterfall yang sistematis, meliputi analisis kebutuhan fungsional, perancangan arsitektur menggunakan Unified Modeling Language (UML), tahap implementasi pengkodean, hingga pengujian menyeluruh. Hasil implementasi menunjukkan bahwa aplikasi web ini mampu mengotomatisasi seluruh alur bisnis kafe, mulai dari pemesanan mandiri oleh pelanggan melalui scan QR di meja hingga pengelolaan laporan penjualan yang akurat bagi pemilik. Algoritma CBF terbukti efektif memberikan saran menu yang personal dengan memanfaatkan kemiripan atribut item, sementara integrasi QRIS mempercepat proses transaksi nontunai secara aman. Hasil pengujian Black Box mengonfirmasi bahwa seluruh fungsi berjalan sesuai spesifikasi, dan User Acceptance Test (UAT) menunjukkan tingkat kepuasan yang tinggi dari sisi efisiensi pelayanan dan kemudahan navigasi antarmuka. Dengan demikian, penerapan sistem ini memberikan solusi strategis dalam meminimalkan kesalahan manusia, memperpendek waktu pelayanan, dan meningkatkan daya saing usaha melalui pengalaman digital yang lebih responsif bagi pelanggan Kafe Lentera The development of information technology has driven digital transformation in the culinary MSME sector, yet Kafe Lentera still faces operational challenges due to a manual ordering system prone to recording errors and causing long queues during peak hours. Furthermore, the absence of menu recommendation features makes it difficult for customers to choose items according to their preferences. This research aims to design and build a web-based Smart Ordering System that integrates menu recommendation features using the Content-Based Filtering (CBF) method and a digital payment system via QRIS. System development was carried out following the systematic Waterfall model, covering functional requirements analysis, architectural design using Unified Modeling Language (UML), the coding implementation phase, and comprehensive testing. The implementation results show that this web application can automate the entire cafe business flow, from independent customer ordering via table QR codes to accurate sales reporting for the owner. The CBF algorithm proved effective in providing personalized menu suggestions by utilizing item attribute similarities, while the QRIS integration accelerates the secure non-cash transaction process. Black Box testing results confirmed that all functions operate according to specifications, and User Acceptance Testing (UAT) indicated a high level of satisfaction in terms of service efficiency and interface navigation ease. Consequently, the implementation of this system provides a strategic solution to minimize human error, shorten service time, and increase business competitiveness through a more responsive digital experience for Kafe Lentera customers.
Pengaruh Motivasi dan Minat Belajar terhadap Hasil Belajar Siswa pada Mata Pelajaran Dasar-dasar Kejuruan Desain Komunikasi Visual di SMK Negeri 1 Batipuh Pratama, Muhammad Iqbal; Marta, Rizkayeni
TSAQOFAH Vol 5 No 4 (2025): JULI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/tsaqofah.v5i4.6541

Abstract

This study is grounded in the recognition of the importance of internal factors such as learning motivation and interest in supporting students' academic achievement, particularly in the subject of Basic Vocational Competencies in Visual Communication Design at vocational high schools (SMK). The purpose of this study is to examine the influence of learning motivation and interest on the academic performance of Grade X students in the Visual Communication Design program at SMK Negeri 1 Batipuh. A quantitative approach with a correlational method was employed. The sample consisted of 62 students selected from the entire population of Grade X students. Data were collected using a closed-ended questionnaire previously tested for validity and reliability, and documentation of Mid-Semester Examination (UTS) scores. Data analysis was conducted using IBM SPSS Statistics 2024. The results indicate that students’ motivation and learning interest are in the good category and have a strong, significant relationship with academic achievement, both individually and collectively, with a multiple correlation value of 0.867. The study concludes that learning motivation and interest exert a positive and significant influence on students’ academic performance. These findings imply the necessity of instructional strategies that foster student motivation and interest as a means to enhance academic achievement in vocational education.
Penerapan Game Based Learning berbantuan Wordwall pada Mata Pelajaran Informatika di SMAN 4 Padang Ramadhani, Wahyuni; Marta, Rizkayeni; Asmara, Delvi; Zaus, Mahesi Agni
TSAQOFAH Vol 5 No 5 (2025): SEPTEMBER
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/tsaqofah.v5i5.6841

Abstract

This study is motivated by the need for innovative learning strategies that can enhance student engagement and learning outcomes, particularly in Informatics subjects. The objective of this research is to analyze the effect of the Game Based Learning (GBL) model assisted by the interactive media Wordwall on the learning outcomes of Grade X students at SMA Negeri 4 Padang. A quantitative approach was employed using a quasi-experimental design with a nonequivalent control group design. The sample consisted of two classes selected through purposive sampling: the experimental class (X E 2), which implemented the GBL model with Wordwall, and the control class (X E 6), which used the Project Based Learning model. The research instruments included multiple-choice tests for both pre-test and post-test, which were tested for validity, reliability, item difficulty, and discrimination index. Data collection techniques included learning outcome tests and documentation, while data analysis involved normality tests, homogeneity tests, and independent sample t-tests using SPSS 27. The results revealed a significant difference between the learning outcomes of students in the experimental and control classes, with post-test average scores of 83.61 and 72.78, respectively. The study concludes that the GBL model assisted by Wordwall is effective in improving student learning outcomes and fostering an interactive and enjoyable learning environment. Therefore, this model is recommended as an alternative instructional strategy to enhance the quality of Informatics education at the secondary school level.
Rancang Bangun Portal Manajemen Magang Berbasis Web di PT Carano Integrasi Teknologi Wahyudi, Wahyudi; Marta, Rizkayeni; Huda, Yasdinul; Samala, Agariadne Dwinggo
TSAQOFAH Vol 5 No 5 (2025): SEPTEMBER
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/tsaqofah.v5i5.6902

Abstract

The internship administration process in many institutions, including PT Carano Integrasi Teknologi Padang, is still conducted manually and relies on physical documents, making it susceptible to inefficiencies, data loss, and errors in participant placement. This study aims to design and develop a web-based internship management portal to digitalize the entire internship process, from registration to participant evaluation. The research employs a software engineering method using a case study approach, implemented with the PHP programming language and the CodeIgniter framework. The developed portal includes features such as account registration, internship application verification, task management, report uploads, participant performance assessment, and automatic certificate issuance. The system is also equipped with an AI-powered chatbot for real-time information services. Technical evaluation was conducted to assess performance in terms of access speed and efficiency. The results demonstrate that the system effectively addresses various administrative issues, improves time efficiency, reduces the risk of document loss, and ensures appropriate participant placement based on competency through centralized capacity monitoring. Performance testing using GTmetrix indicates that the portal meets and even exceeds Google’s Core Web Vitals standards, with a Largest Contentful Paint (LCP) of 1.1 seconds, Total Blocking Time (TBT) of 0 ms, and a Cumulative Layout Shift (CLS) of 0, reflecting high loading speed, optimal responsiveness, and stable user interface layout.
Smart Focus Detection: Early Warning System Memantau Tingkat Konsentrasi Siswa dengan Behavior Recognition Ginting, Fadjar Dwitama; Resmidarni, Resmidarni; Samala, Agariadne Dwinggo; Marta, Rizkayeni
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.v5i6.7514

Abstract

This study originates from the need for a real-time student concentration monitoring system in response to challenges in maintaining learner engagement during the instructional process. The aim of the research is to develop Smart Focus Detection, an early warning system based on deep learning and computer vision designed to automatically detect students’ focus levels. The system was developed using a modern client–server architecture integrating the YOLOv8 behavior detection model, a FastAPI-based backend service, and a Vue.js-based user interface dashboard. Development followed the Agile methodology through the stages of planning, design, implementation, and testing. The YOLOv8 model was trained using public datasets from Kaggle and Roboflow, with data preprocessing and augmentation techniques applied, and evaluated using metrics including Precision, Recall, F1 Score, and Mean Average Precision (mAP). Results show that the model achieved an mAP@0.5 score of 85%, indicating high accuracy in detecting both focused and unfocused student behaviors. Limited trials in classroom settings demonstrated that the system’s interactive dashboard effectively displays data through live monitoring features, statistical visualizations, and automated notifications. The study concludes that Smart Focus Detection holds strong potential as a proactive pedagogical assistant, enabling teachers to conduct timely interventions to enhance student engagement and learning effectiveness. The findings imply promising opportunities for leveraging artificial intelligence in the development of data-driven adaptive learning systems.
Pengaruh Model Pembelajaran Problem Based Learning Berbantuan Baamboozle terhadap Hasil Belajar Siswa pada Mata Pelajaran Informatika di Kelas XI SMA Negeri 2 Padang Panjang Salsabiela, Fadhilla; Marta, Rizkayeni; Jasril, Ilmiyati Rahmy; Zaus, Mahesi Agni
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.v5i6.7753

Abstract

The issue of low student learning outcomes, particularly in Informatics subjects, remains a challenge in school-based learning processes. One potential solution is the use of instructional models that enhance student engagement, understanding, and motivation. This study aims to examine the effect of implementing the Problem Based Learning (PBL) model assisted by Baamboozle on students’ learning outcomes in Informatics at Grade XI of SMA Negeri 2 Padang Panjang. A quantitative method with a quasi-experimental design, specifically the Nonequivalent Control Group Design, was employed. The study population included all Grade XI students, with a sample of 72 students divided equally into an experimental class (36 students) and a control class (36 students). Data were collected through learning outcome tests and statistically analyzed. The results showed that the average post-test scores of the experimental class were higher than those of the control class. Data analysis confirmed a significant effect of the PBL model assisted by Baamboozle on the improvement of Informatics learning outcomes. These findings suggest that combining problem-based learning with educational game media such as Baamboozle can create a more engaging and interactive learning environment, positively impacting students’ academic achievement.
Rancang Bangun Sistem Informasi Administrasi Pelatihan Berbasis Web pada Dinas Pariwisata, Pemuda dan Olahraga Kabupaten Tanah Datar Caisar, Ariyandra Putera; Adri, Muhammad; Irfan, Dedy; Marta, Rizkayeni
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.v5i6.7812

Abstract

The manual management of athlete data at the Department of Tourism, Youth, and Sports of Tanah Datar Regency has led to various challenges, including administrative inefficiencies and difficulties for coaches in analyzing athlete performance quickly and accurately. This study aims to implement a web-based athlete management information system using the Laravel framework and the prototype method as a system development approach. System testing was conducted through black box testing using use case testing to ensure all functionalities operated according to predefined scenarios and to maintain data integrity. The test results indicate that the system achieved 100% functionality success, applied strict data validation, and effectively implemented role-based access control (RBAC) for administrators, coaches, and athletes. The system has proven to be a reliable and secure integrated solution to support athlete data management processes, improve work efficiency, and accelerate data-driven decision-making for performance enhancement. This study offers practical contributions to the digitalization of public services in the sports sector and opens avenues for further development, including real-time performance analytics integration.
Rancang Bangun Sistem Informasi Presensi Berbasis Web Menggunakan Framework Laravel dengan Fitur Pengenalan Wajah pada SMK Negeri 3 Pariaman Perdana, M Ananda Adhitya; Samala, Agariadne Dwinggo; Marta, Rizkayeni; Mubai, Akrimullah
Menara Ilmu : Jurnal Penelitian dan Kajian Ilmiah Vol 20, No 2 (2026): Vol 20 No. 02 APRIL 2026
Publisher : LPPM Universitas Muhammadiyah Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31869/mi.v20i2.7985

Abstract

SMK Negeri 3 Pariaman masih menggunakan sistem presensi manual berbasis lembar tanda tangan yang tidak efisien dan rentan terhadap kecurangan. Pengajuan izin, sakit, dan cuti dilakukan melalui pesan WhatsApp tanpa dokumentasi terpusat sehingga data tidak terstruktur. Penelitian ini bertujuan merancang dan membangun sistem informasi presensi berbasis web menggunakan framework Laravel yang dilengkapi verifikasi lokasi GPS dengan geofencing, pengenalan wajah (face recognition), mekanisme presensi dinas luar, serta pengelolaan izin/sakit/cuti secara daring. Metode pengembangan yang digunakan adalah model Waterfall yang terdiri dari tahap analisis kebutuhan, perancangan sistem, implementasi, pengujian sistem, dan pemeliharaan. Sistem dikembangkan menggunakan Laravel sebagai backend dan frontend web, Kotlin dengan WebView untuk aplikasi Android, MySQL sebagai basis data, serta Laragon sebagai lingkungan pengembangan lokal. Pengujian performa menggunakan GTmetrix menghasilkan Grade B dengan Performance 82%, Structure 92%, LCP 1,8 detik, TBT 7 ms, dan CLS 0, yang menunjukkan sistem memenuhi standar kinerja yang baik. Pengujian fungsionalitas menggunakan black box testing terhadap 20 kasus uji—7 kasus pada sisi aplikasi mobile pengguna dan 13 kasus pada dashboard administrator berbasis web—menunjukkan seluruh fungsi berjalan sesuai dengan yang diharapkan. Sistem yang dikembangkan berhasil menggantikan proses manual dengan solusi digital yang akurat, transparan, dan efisien dalam pengelolaan presensi guru dan pegawai SMK Negeri 3 Pariaman.Kata Kunci: Sistem Informasi Presensi, Laravel, Face Recognition, Geofencing, Waterfall