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Pengembangan E-Modul Pada Mata Pelajaran Dasar Dasar Desain Komunikasi Visual Kelas X Di SMK Negeri 4 Padang Delita, Ratna; Darman, Regina Ade; Devegi, Mourend
EduCurio: Education Curiosity Vol 2 No 3 (2024): April-Juli 2024
Publisher : Yayasan Pendidikan Tanggui Baimbaian

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

Abstract

Penelitian ini berdasarkan permasalahan yaitu media pembelajaran yang digunakan masih media konvensional yaitu buku cetak dan modul, guru masih menggunakan metode ceramah dalam menyampaikan materi pelajaran, kurangnya memanfaatkan media teknologi informasi, masih rendahnya tingkat pemahaman siswa terhadap materi yang diberikan oleh guru, belum adanya penyajian materi menggunakan e-modul,masih banyak belum mencapai KKM. Penelitian ini bertujuan untuk menghasilkan e-modul pada mata pelajaran dasar dasar desain komunikasi visual yang valid dan praktis.Penelitian ini, menggunakan metode Research And Development (R&D). Model pengembangan yang digunakan dalam penelitian ini adalah model ADDIE (Analysis-Desain-Development-Implementation-Evaluate). Subjek penelitian yang digunakan dalam penelitian ini adalah 3 orang dosen Universitas PGRI Sumatera Barat, 3 orang guru SMK Negeri 4 Padang, 1 orang guru mata pelajaran Dasar Dasar Desain Komunikasi Visual dan 32 siswa kelas X DKV. Berdasarkan hasil validitas media di dapatkan hasil validasi media sebesar,validitas media sebesar 80,00% dan dapat dikategorikan “sangat valid”. Serta e-modul yang dikembangkan memperoleh nilsi praktikalitas guru sebesar 84,38%.praktikalitas siswa sebesar 94,48% dan dikategorikan “sangat praktis”berdasarkan data yang diperoleh bahwa e-modul ini layak dan praktis digunakan dalam proses pembelajaran.
PELATIHAN PENELITIAN TINDAKAN KELAS BAGI GURU-GURU SE KOTA MADYA PAYAKUMBUH Darman, Regina Ade; Hutabri, Ellbert; Alfiriani, Adlia; Yusran, yusran; Mary, Thomson
PUAN INDONESIA Vol. 7 No. 1 (2025): Jurnal PUAN Indonesia Vol. 7 No. 1 Juli 2025
Publisher : ASOSIASI IDEBAHASA KEPRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37296/jpi.v7i1.405

Abstract

Community service is one of the key pillars of the higher education tridharma, aimed at delivering tangible contributions to society through the application of academic expertise by university lecturers. In this community engagement activity, the primary targets are teachers in the Payakumbuh City area. Teachers are regarded as agents of change who play a pivotal role in fostering educational renewal through various innovations rooted in the evaluation and reflection of ongoing teaching and learning practices. A shift in the teacher’s paradigm can be observed through their ability to understand and address challenges in the learning process, which can be systematically implemented through Classroom Action Research (CAR). CAR is considered a highly relevant strategic approach for enhancing the quality of classroom instruction and, ultimately, for contributing to the broader improvement of educational standards. In this framework, teachers are not merely instructional facilitators but also reflective practitioners and designers of effective and adaptive learning strategies. Given the rapid advancements in the fields of Science, Technology, and the Arts (IPTEKS), the demand for higher-quality education continues to rise. Therefore, specialized training is essential to equip teachers with the necessary competencies to design and implement CAR effectively. Such training constitutes a strategic effort to strengthen teachers' professional capacities and to enhance the quality of education they provide.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID PADA MATERI PERENCANAAN DAN PENGALAMATAN JARINGAN KELAS XI TKJT DI SMKNEGERI 2 PADANG PANJANG Ramadhani, Tesa Amalia; Mulyono, Heri; Darman, Regina Ade
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 2 (2025): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v8i2.794-803

Abstract

The purpose of this research is to produce Android-based learning media using the valid Articulate stroyline 3 application Produce Android-based learning media using the practical Articulate stroyline 3 application. This research method uses the Research and Development (RD) method. The results of the study tested the practicality of android-based learning media from teacher practicality data of 90.74% with the category of very practical. Meanwhile, student responses were obtained with 88.17% with the category of very practical. Thus, it can be concluded that the response of teachers and students to android-based learning media is very practical, so that it can be used in the learning process at school.
PENGARUH GAYA MENGAJAR GURU DAN GAYA BELAJAR SISWA TERHADAP HASIL BELAJAR SISWA: STUDI KASUS SMK NEGERI 1 KINALI Anggelina, Putri Anggun; Darman, Regina Ade; Nurdin, Bernediv Nurdin
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 4 No. 2 (2023): 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.v4i2.1392

Abstract

This study is to determine the effect of teacher teaching style and student learning style on student learning outcomes in class XI TJKT in KK1 (Network Planning and Addressing) subject. This research was conducted at SMK N 1 Kinali. The sampling technique used was saturated sampling. This research is a type of quantitative research with data collection techniques through questionnaires, tests, and documentation. Based on the partial research results, the teacher's teaching style variable obtained a significant value of 0.773>0.05, which means H0 is accepted, and Ha is rejected. The student learning style variable obtained a significant value of 0.001<0.05 means H0 is rejected, and Ha is accepted. Furthermore, based on the results of simultaneous research, the value of FHitung>FTabel is 5.677>3.147 and a significance of 0.005<0.05, thus H0 is rejected, and Ha is accepted. As for the effect of learning outcomes after knowing the teacher's teaching style and student learning style, where the teacher can apply a teaching style that suits the student's learning style. So, the conclusion is that there is a significant influence between the teacher's teaching style and student learning style on the learning outcomes of XI TJKT class students in KK1 (Network Planning and Addressing) subject at SMK Negeri 1 Kinali.
Pengembangan Media Pembelajaran Berbasis Articulate Storyline pada Mata Pelajaran Dasar Desain Grafis Kelas X RPL SMK Adikarya Ranah Pesisir: PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ARTICULATE STORYLINE PADA MATA PELAJARAN DASAR DESAIN GRAFIS KELAS X RPL SMK ADIKARYA RANAH PESISIR Wulandari, Randita; Alfiriani, Adlia; Darman, Regina Ade
MODELING: Jurnal Program Studi PGMI Vol. 10 No. 4 (2023): Desember
Publisher : Program Studi PGMI Sekolah Tinggi Ilmu Tarbiyah Nahdlatul Ulama Al Hikmah Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69896/modeling.v10i4.1838

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Penelitian ini dilatarbelakangi oleh permasalahan yaitu perlu adanya pengembangan media pembelajaran pada mata pelajaran dasar dsain grafis kelas X RPL SMK Adikarya Ranah Pesisir. Penelitian ini bertujuan untuk mengetahui tingkat validitas dan praktikalitas media pembelajaran berbasis articulate storyline pada mata pelajaran dasar desain grafis kelas X RPL SMK Adikarya Ranah Pesisir yang valid dan praktis. Desain penelitian ini adalah metode Research and development (R&D) sedangkan model pengembangan yaitu ADDIE. Subjek penelitian siswa kelas X RPL SMK Adikarya Ranah Pesisir teridiri dari 27 orang siswa dan 1 orang guru, sedangkan validator media terdiri dari 3 orang dosen 1 orang guru dan ahli materi terdiri dari 1 orang dosen 1 orang guru. Hasil penelitian ini dapat disimpulkan bahwa pengembangan media pembelajaran berbasis articulate storyline pada mata pelajaran dasar desain grafis kelas X RPL SMK Adikarya Ranah Pesisir dengan pengembangan menggunakan metode R&D dan dengan model pengembangan ADDIE. dari penelitian Bahwa media pembelajaran berbasis Articulate Storyline ini layak digunakan sebagai media pembelajaran untuk peserta didik kelas X RPL SMK Adikarya Ranah Pesisir dengan rata-rata 72,3% dengan kategori valid untuk media sedangkan validasi materi mendapatkan rata-rata 80% dengan kategori sangat valid. KataKunci: Articulate, Desain, Grafis, Storyline
The Effect of Networked Learning Model and Self-Efficacy on the Performance of Informatics Education Students in an Online Learning Environment: Pengaruh Model Belajar Berjejaring dan Efikasi Diri Terhadap Kinerja Mahasiswa Pendidikan Informatika Dalam Lingkungan Belajar Online Alfiriani, Adlia; Rini, Faiza; Darman, Regina Ade; Novita, Rini
Indonesian Journal of Innovation Studies Vol. 25 No. 4 (2024): October
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijins.v25i4.1288

Abstract

Online learning is becoming very popular nowadays in higher education, this is due to the increasing use of digital technology and the internet, the need to increase student affordability. The learning network model has been developed as an effective learning design in online learning which can be the right solution for. However, currently no empirical evidence has been found regarding the role of the learning network model, especially as moderated by self-efficacy. The aim of this research is to determine the role of the learning network model and self-efficacy on the performance of informatics education students in an online learning environment. The research design used was semi-experimental with a 2x2 factor. A total of 109 informatics education students for learning evaluation subjects were then divided into two groups, namely experimental and control. The research results show that the learning network model and self-efficacy have a significant effect on student performance in the cognitive aspect, while there is no significant effect in the psychomotor aspect. Other factors This can occur because there are other factors that can support the achievement of student skills besides learning self-efficacy. Highlights: Significant Impact: The learning network model and self-efficacy significantly enhance cognitive performance in online learning environments. Limited Effect: No significant impact was found on psychomotor skills, indicating other factors influence skill development. Research Design: A semi-experimental 2x2 factor design was utilized with 109 informatics education students to assess the variables. Keywords: Learning Network, Online learning environment, Student performance, Self-efficacy, Informatics education
Pengaruh Strategi Pembelajaran Project Based Learning (PJBL) terhadap Keterampilan Project Siswa Kelas XI Teknik Jaringan Komputer dan Telekomunikasi di SMKN 2 Lubuk Basung Sutrisno, Sutrisno; Darman, Regina Ade; Nurdin, Bernediv
Jurnal Ilmu Komputer dan Bisnis Vol. 16 No. 1 (2025): Vol. 16 No. 1 Mei (2025)
Publisher : STMIK Dharmapala Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47927/jikb.v16i1.921

Abstract

Pemahaman tentang literasi keuangan digital di Indonesia semakin meningkat seiring perkembangnya teknologi saat ini. Menurut data statistik yang dirilis oleh Bank Indonesia pada periode tahun 2021 hingga 2022 menunjukkan kenaikan yang signifikan sebesar 17%. Tingkat pemahaman literasi keuangan digital menunjukkan perubahan sikap sehingga masyarakat dapat menikmati berbagai layanan dan jasa keuangan yang sesuai dengan kondisi keuangannya dan tentu hal ini dapat memberikan dampak yang baik agar masyarakat terhindar dari masalah keuangan yang tidak jelas dan mampu memaksimalkan penggunaan keuangannya. Tentu dalam menunjang kebutuhan layanan dan jasa keuangan menggunakan layanan aplikasi yang perlu diperhatikan kemudahan dan kenyamanan pengguna. Penelitian ini bertujuan merancang desain aplikasi perencanaan keuangan berbasis mobile menggunakan metode five planes serta melakukan pengujian menggunakan metode cognitive walkthrough. Hasil evaluasi menunjukkan bahwa rancangan prototype memberikan pengalaman pengguna yang sangat baik dan kemudahan tanpa merubah tujuan utama yaitu kebutuhan pengguna dengan mendapatkan skor keseluruhan sebesar 87 poin dengan kriteria tinggi. Kata kunci: Project based learning, keterampilan konvigurasi jaringan LAN
PENGARUH MODEL PEMBELAJARAN BERBASIS PROYEK (PJBL) TERHADAP KEMAMPUAN SISWA. DALAM RANCANG BANGUN ROUTING STATIS XII TKJ DI SMK NEGERI 1 SINTUK TOBOH GADANG Putra, Rahmanda; Alfiriani, Adlia; Darman, Regina Ade
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 7, No 2 (2024): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Publish
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v7i2.167-173

Abstract

The reason of this ponder is to discover out on the off chance that there are critical contrasts particularly within the scholastic abilities of understudies in TKJ XII lesson SMK N 1 Sintuk Toboh Gadang when inactive directing is alloted. Subsequently, the researcher's objective is to discover out the impact of the PJBL learning show on students' learning results in certain aptitudes. This ponder was conducted in such a way that the exploratory bunch gotten the treatment and the control bunch gotten the control bunch. This sort of pseudo-experimental inquire about is characterized as instructive inquire about that employments individuals as inquire about subjects. Individuals are distinctive and changeable. Hence, unessential factors impacting the treatment cannot be controlled as entirely as anticipated in a immaculate exploratory ponder. In SMK Negeri 1 Sintuk Toboh Gadang Lesson XII TKJ arrange framework administration subject, the exploratory bunch connected the project-based learning (PJBL) demonstrate. Based on the learning results of the understudies within the test course and the reference lesson within the exploratory handle, it is exceptionally noteworthy. The exploratory lesson utilizing the PjBL learning demonstrate gotten an normal learning score of 87.50. The normal learning esteem of the reference course utilizing the PBL learning demonstrate is 60.36. So it can be seen that the learning demonstrate. Based on the investigate comes about, the impact of the PjBL learning show on students' capacities in setting the inactive course of classes as it were influences the scores of the cognitive zone, but extend learning models can moreover influence the scores of the cognitive zone. influences the course. within the domain of cognition. influences the psychomotor space or aptitude results.
PENGEMBANGAN E-MODUL INTERAKTIF SEBAGAI SUMBER BELAJAR MATA PELAJARAN INFORMATIKA KELAS X TKJ DI SMK TAMAN SISWA PADANG Latifah, Fahmi; Alfiriani, Adlia; Darman, Regina Ade
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 6, No 4 (2023): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v6i4.%p

Abstract

The problem in this research is that there are still many teachers who use printed teaching materials, printed modules make the learning process less interesting, less interactive, informatics learning tends to use presentation methods which makes students bored. This research aims to produce interactive e-modules as a valid and practical learning resource for informatics subjects. This research applies the Research and Development (RD) method with the ADDIE development model. To collect data in this research, an instrument in the form of a questionnaire was used, a Likert scale was used as an assessment instrument. The research subjects consisted of three lecturers from the PGRI University of West Sumatra, one teacher from SMK Taman Siswa Padang, as well as all class X students of the Computer and Network Engineering Skills Program (TKJ) SMK Taman Siswa Padang. The research results show that the assessment validation test by media experts produced an average score of 84% which is classified as very valid. Meanwhile, the evaluation carried out by material experts produced an average score of 91%, also included in the very valid category. The practicality test carried out by the teacher reached 93% in the very practical category, while the practicality from the student's perspective reached 82% in the very practical category. Conclusions based on the data obtained. Interactive e-modules as a learning resource for informatics subjects are feasible and practical to use. This class X informatics e-module can provide convenience for teachers and students because it can be accessed easily and practically via computers, laptops and Android devices. making it easier to use in various locations.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS VISUAL BLOCK PROGRAMMING (VBP) PADA MATA PELAJARAN DASAR-DASAR TEKNIK JARINGAN KOMPUTER DAN TELEKOMUNIKASI DI SMKN 1 BONJOL Nurfazila, Nurfazila; Mulyono, Heri; Darman, Regina Ade
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 6, No 4 (2023): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v6i4.933-943

Abstract

This research aims to develop Visual Block Programming (VBP)-based learning media for the Basics of Computer Network and Telecommunications Engineering subjects at SMKN 1 Bonjol, with a focus on Basic Orientation material for Computer Network and Telecommunications Engineering. The research method used is research and development, by applying the ADDIE development model. The research subjects consisted of 35 class This research uses a validity instrument in the form of a questionnaire filled out by 6 validators to measure the validity of the media being developed. This research used 3 media validators and 3 material validators to measure the validity of Visual Block Programming (VBP) based learning media products. The media validity result was 0.78519 in the "Valid" category, while the material validity reached 0.95238 in the "Valid" category. Therefore, it can be concluded that this VBP learning media is valid in terms of content and design. Apart from that, the teacher's practicality results show that this learning media received a score of 93.30% in the "Very Practical" category. Likewise, students' practicality achieved a score of 85.54% in the "Very Practical" category. This indicates that the VBP learning media is very effective and practical to use in the learning process for the Basics of Computer Network and Telecommunications Engineering at SMKN 1 Bonjol in the 2023/2024 academic year.