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KA Development of E-Module Mikrotik Training Information Technology Teacher in the Field of Computer Network Engineering Anshari, Khairul; Rukun, Kasman; Huda, Asrul
The Journal of Educational Development Vol 7 No 3 (2019): October 2019
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jed.v7i1.34380

Abstract

This research aims to develop module products in electronic or digital form about mikrotiks and reveal their validity and practicality. This type of research is the development of research using the ploomp and nieveen models, with three stages of development, namely 1) preliminary research 2) prototyping stage and 3) assessment stage. The instrument used was a questionnaire in the form of a validity questionnaire and a practicality questionnaire. The mikrotik training module was validated by six experts namely three mikrotik material experts and three module experts. The practicality of mikrotik e-modules is carried out on computer network engineering teachers in several State Vocational High Schools in Padang. The validity test results obtain results with a valid category. Based on the practicality test by the computer network engineering teacher at the State Vocational High School in Padang, the results obtained indicate that the module has a very high practicality category. Based on the results of this study, it can be concluded that the mikrotik e-module training is considered valid and practical.
KA Development of E-Module Mikrotik Training Information Technology Teacher in the Field of Computer Network Engineering Anshari, Khairul; Rukun, Kasman; Huda, Asrul
The Journal of Educational Development Vol 7 No 3 (2019): October 2019
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jed.v7i1.34380

Abstract

This research aims to develop module products in electronic or digital form about mikrotiks and reveal their validity and practicality. This type of research is the development of research using the ploomp and nieveen models, with three stages of development, namely 1) preliminary research 2) prototyping stage and 3) assessment stage. The instrument used was a questionnaire in the form of a validity questionnaire and a practicality questionnaire. The mikrotik training module was validated by six experts namely three mikrotik material experts and three module experts. The practicality of mikrotik e-modules is carried out on computer network engineering teachers in several State Vocational High Schools in Padang. The validity test results obtain results with a valid category. Based on the practicality test by the computer network engineering teacher at the State Vocational High School in Padang, the results obtained indicate that the module has a very high practicality category. Based on the results of this study, it can be concluded that the mikrotik e-module training is considered valid and practical.
Optimalisasi Canva Sebagai Media Pembelajaran Berbasis Animasi 2D di Kalamullah Qur’an and Multilingual School, Pattani Thaland Azim, Fauzan; Anshari, Khairul; Effendi, Noverta; Farida, Fitri; Ramadhani, Witri; Hayati, Zuqriva
Jurnal Pengabdian UntukMu NegeRI Vol. 8 No. 2 (2024): Pengabdian Untuk Mu negeRI
Publisher : LPPM UMRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/jpumri.v8i2.7534

Abstract

Technology in education is needed as a learning medium that is used as a communication link between students and teachers. One application that can be used is Canva. The aim of this service is to introduce the Canva application and provide training and assistance to students, teachers and education staff in using the Canva application so that the learning process is more interesting and better. Training/counseling activities are carried out using training and workshops using laptops and smartphones equipped with video tutorials that have been prepared on YouTube. Providing workshops and training was successful in using the Canva application for teachers, education staff and students at Kalamullah Qur'an and Multilingual School Pattani Thailand. Using the Canva application can make it easier to design learning media in the form of 2D animation. Keywords: Learning Media, Canva Application, 2D Animation
Kontribusi Cara Belajar Dan Media Pembelajaran Terhadap Hasil Belajar Mata Pelajaran Menerapkan Dasar-Dasar Elektronika Ramadhani, Dochi; Anshari, Khairul
Research in Education and Technology (REGY) Vol. 1 No. 1 (2022): Research in Education and Technology (REGY)
Publisher : PT The Collaboration UVW

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62590/regy.v1i1.1

Abstract

Hasil Penerapan Dasar-Dasar Elektronika kelas X TAV SMK Negeri 1 Padang. Hipotesis dalam penelitian ini adalah 1) Metode dan media pembelajaran berkontribusi terhadap hasil belajar Penerapan Dasar-Dasar Elektronika kelas X TAV SMK Negeri 1 Padang. 2) Metode pembelajaran berkontribusi terhadap hasil belajar Penerapan Dasar-Dasar Elektronika kelas X TAV SMK Negeri 1 Padang 3) Media pembelajaran berkontribusi terhadap hasil belajar Penerapan Dasar-Dasar Elektronika kelas X TAV SMK Negeri 1 Padang. Penelitian ini merupakan penelitian deskriptif korelasional. Penelitian ini melibatkan 37 responden siswa kelas X TAV SMK 1 Padang. Jenis data yang dibutuhkan dalam penelitian ini adalah data primer dan data sekunder. Data hasil belajar guru mata pelajaran Penerapan Dasar-Dasar Elektronika, sedangkan data metode pembelajaran dan media pembelajaran dikumpulkan melalui angket menggunakan skala Likert yang telah diuji validitas dan reliabilitasnya. Kemudian data tersebut dianalisis menggunakan metode statistik untuk menganalisis korelasinya. Hasil penelitian menunjukkan: 1) Metode dan media pembelajaran memberikan kontribusi sebesar 42% terhadap hasil belajar, 2) Cara belajar memberikan kontribusi sebesar 34% terhadap hasil belajar, 3) Media pembelajaran memberikan kontribusi sebesar 33% terhadap hasil belajar Penerapan Dasar-Dasar Elektronika kelas X SMK Negeri 1 Padang.
Perancangan Sistem Tempat Sampah Otomatis Menggunakan Arduino Farida, Fitri; Anshari, Khairul; Taufik, Muhammad
ELECTROPS : Jurnal Ilmiah Teknik Elektro Vol 2, No 2 (2023): ELECTROPS : Jurnal Ilmiah Teknik Elektro
Publisher : Universitas Mulawarman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30872/electrops.v2i2.14768

Abstract

Tempat sampah banyak ditemui dengan sistem manual, sehingga membuat orang merasa malas jika hendak membuang sampah karena harus terlebih dahulu membuka tutup tempat sampah. Dari permasalahan tersebut maka dibuatlah Tempat Sampah Pintar yang bisa membuka tutup secara otomatis menggunakan arduino nano sehingga tidak perlu membuka secara lansung tutup sampah. Tujuan penelitian ini adalah untuk menghasilkan sebuah alat yaitu sebuah tempat sampah yang unik dan menarik, dapat membuka dan menutup dengan otomatis jika ada gerakan yang dideteksi. Sehingga diharapkan agar alat tersebut mampu menarik perhatian supaya orang-orang dapat membuang sampah pada tempatnya. Penelitian ini dilakukan berdasarkan hasil analisis pengumpulan data, pengamatan secara langsung system cara kerja alat, wawancara dengan pihak-pihak yang terkait.
Engaging electrical lighting installation classes: Android interactive learning media development with Adobe Animate CC Nuraminah, Nuraminah; Azim, Fauzan; Anshari, Khairul; Urazaliyeva, Ulzhan
Journal of Computer-based Instructional Media Vol. 2 No. 2 (2024): Regular Issue
Publisher : Researcher and Lecturer Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58712/jcim.v2i2.134

Abstract

This study aims to develop android-based interactive learning media for Electrical Lighting Installation subjects by using Adobe Animate CC. The research was conducted in response to the limited variation of learning media, which has affected student engagement and motivation in technical subjects. The Research and Development (R&D) model, adapting a 3D out of 4D model (Define, Design, Develop) was referred to develop interactive media designed for vocational students. The media integrates audiovisual elements to enhance students' learning experiences and promote independent learning outside the classroom. The validation process utilized questionnaires, interviews, and observations from content experts, media experts, and students. The media was validated by experts in two stages. In the first stage, the media achieved a feasibility score of 68%, categorized as "fairly good." After revisions, the second validation showed an improvement with a feasibility score of 85.33%, categorized as "very good". The results indicate that the Android-based learning media potentially enhance the learning process of Electrical Lighting Installation subjects effectively, providing a more engaging and flexible tool for students. This innovation significantly contributes to improving the quality of technical education by offering an accessible and interactive learning resource. It also addresses the challenges of limited learning media variation and encourages independent learning, possibly serving as a model for the development of similar media in other technical subjects.