Claim Missing Document
Check
Articles

The Effect of Implementing The MTBK 4C Skills-Based Microsoft Teams Application and Independence on Student Learning Outcomes in Broad-Based Network Technology Subjects Hidayati Hidayati; Taali Taali; Ambiyar Ambiyar; Resmi Darni
EDUTEC : Journal of Education And Technology Vol 6 No 1 (2022): September 2022
Publisher : STAI Miftahul Ula Nganjuk

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

Abstract

The problem in this study is that learning methods are still poorly developed and are still teacher center in nature so that there is a lack of independence and curiosity about learning materials that cause suboptimal learning outcomes. This study aims to determine the influence of the use of MTBK4C and student independence on learning outcomes in broad-based network technology subjects. This study used a quasi-experimental type of research. This study used a 2x2 factorial design (factorial design) modifying from an experimental true design, namely by paying attention to the moderator variables that affect the treatment (independent variable) of learning outcomes (dependent variable). The population in this study was all students of class XI TJKT SMK Negeri 2 Padang. The results obtained from this study are seen from the hypothesis: 1) the first hypothesis of learning outcomes using the MTBK4C learning application is better than conventional learning with a value of 0.0085 < 0.025, 2) Learning outcomes of Broad-Based Network Technology students who have high independence are higher than the learning outcomes of students who have low independence in terms of value 0.000 < 0.005, 3) Learning outcomes of Broad-Based Network Technology students who use the MTBK4C application with high independence are better than conventional learning with high independence assessed based on the results of the Tuckey test with a high learning independence score having an average learning outcome score of 82.46 > learning proficiency high has an average score of 75.33, 4)Learning outcomes of Broad-Based Network Technology students who use the MTBK4C application with low independence are better than conventional learning with low independence assessed based on the results of the Tuckey test with low learning independence scores have a learning outcomes score an average of 71.26 > low learning proficiency had an average score of 62, and 5) There was a significant interaction between the use of MTBK4C learning media and the independence of learner learning in influencing student learning outcomes in broad-based Network Technology subjects based on a probability value of 0.014 < 0.05 . Based on the results of this study, it can be concluded that itcan influence the application of the MTBK4C application and independence on student learning outcomes in improving student activities, independence and learning outcomes in the subject of Broad-Based Network Technology.
Information Technology Infrastructure Hardware Device Learning Application Uses Augmented Reality Dol Frialdo; Resmi Darni; Yasdinul Huda
Jurnal Pendidikan Tambusai Vol. 7 No. 1 (2023): April 2023
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (512.085 KB)

Abstract

Mahasiswa kesulitan untuk belajar dengan berani karena alat untuk belajar praktikum perangkat keras Infrastruktur Teknologi Informasi khususnya perangkat keras Infrastruktur Teknologi Informasi tidak tersedia di rumah masing-masing, sehingga diperlukan aplikasi yang dapat mendukung kekurangan tersebut, oleh karena itu diperlukan aplikasi pembelajaran perangkat keras merancang Infrastruktur Teknologi Informasi menggunakan augmented reality dalam pembelajaran perangkat keras Infrastruktur Teknologi Informasi, aplikasi penelitian ini bertujuan untuk memberikan pembelajaran tentang materi perangkat keras Infrastruktur Teknologi Informasi dan komponen-komponennya pada mata pelajaran perangkat keras Infrastruktur Teknologi Informasi. Aplikasi ini dirancang dengan menggunakan metode Development Life Cycle (MDLC). Augmented reality dibuat dengan metode markerless berbasis android menggunakan software Unity engineering, dan 3D blender adalah software untuk membuat objek 3D untuk perangkat dan komponen hardware Infrastruktur Teknologi Informasi, text-editor yang digunakan untuk script Unity adalah Visual Studio Code yang menggunakan bahasa C# , untuk membuat icon menu menggunakan software Paint tool sai. Aplikasi ini akan memperkenalkan 7 perangkat hardware Infrastruktur Teknologi Informasi yaitu komputer, mouse, keyboard, printer, server, speaker, wifi dalam bentuk augmented reality.
Rancang Bangun Aplikasi Manajemen Penyusutan Barang Pada Laboratorium Departemen Elektronika Fakultas Teknik Universitas Negeri Padang Miranda Miranda; Geovanne Farell; Denny Kurniadi; Resmi Darni
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 11, No 1 (2023): Vol. 11, No 1, Maret 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v11i1.120364

Abstract

Aplikasi ini dirancang untuk memudahkan pengelola laboratorium dalam memperkirakan penyusutan barang-barang di laboratorium dan memberikan wadah khusus yang dapat memprediksi penyusutan barang-barang dengan menghitung secara efisien mengenai butuhnya pengadaan di masa akan datang yang didapat dengan mengetahui berapa lama barang tersebut layak pakai di Laboratorium Jurusan Teknik Elektronika FT-UNP, dengan menggunakan metode Supervised learning adalah metode machine learning dengan algoritma Regresi Linier adalah teknik statistik yang menawarkan efek keluaran prediktif dengan bantuan penggunaan hubungan matematis yang berkembang di antara variabel. Variabel yang tidak memihak adalah variabel yang mempengaruhi pada saat yang sama dengan variabel dasar adalah variabel yang terpengaruh. Dengan bahasa pemrograman PHP dan framework Laravel dan melatih dataset menggunakan Scikit-Learn library.Kata kunci: Aplikasi Prediksi, Machine Learning, Linear Regression, Barang Laboratorium This application is designed to make it easier for laboratory managers to estimate the depreciation of goods in the laboratory and provide a special container that can predict the depreciation of goods by calculating efficiently the need for procurement in the future which is obtained by knowing how long the goods are suitable for use in the Department Laboratory FT-UNP Electronic Engineering, using the Supervised learning method is a machine learning method with a Linear Regression algorithm which is a statistical technique that offers predictive output effects with the help of the use of mathematical relationships that develop between variables. The impartial variable is the influencing variable at the same time as the basic variable is the affected variable. With the PHP programming language and the Laravel framework and training datasets using the Scikit-Learn library. Keywords: Prediction App, Machine Learning, Linear Regression, Laboratory Items
Perancangan Media Pembelajaran Interaktif Konsep Dasar Seluler Menggunakan Aplikasi Unity Berbasis Android Dio Alvendri; Yasdinul Huda; Resmi Darni
Journal on Education Vol 5 No 4 (2023): Journal on Education: Volume 5 Nomor 4 Mei-Agustus 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v5i4.2031

Abstract

Telecommunication is the most important thing in this era of globalization, there are many ways to transfer information both conventionally and with the help of technology, the use of technology can be online or offline in the current era of digitalization, there have been many developments in telecommunication networks passed, the development of this cellular network has evolved from 1G, 2G, 3G even 4G, the "G" in 1G to 4G now refers to the term "generation". What is meant by generation here is the generation of wireless data and communication service technology, especially for mobile phones, because mobile social media users worldwide have increased rapidly from year to year. Android technology as a tool to use it. Interactive learning media are considered more effective in conveying material to students because students actively use interactive learning media to study the information in it. curriculum and seem too simple so that the educational program is not achieved. Using the Unity application in making Android-based interactive learning media is a form of learning that supports learning in the 21st century, especially the use of software. Of course, we need software to make a game. One of the software that can be used to make games is Unity. Unity is a cross-platform game engine designed to be easy to use. Like making a game that can be run on a computer. The material presented is in the form of general architecture of cellular systems using Unity.
Sistem Otomatisasi Pengangkat Sampah pada Daerah Aliran Sungai Berbasis Internet of Things (IoT) Winda Agustiarmi Winda; Dr. Resmi Darni, M.Kom Resmi
SAINS DAN INFORMATIKA : RESEARCH OF SCIENCE AND INFORMATIC Vol. 7 No. 2 (2021): Jurnal Sains dan Informatika : Research of Science and Informatic
Publisher : Lembaga Layanan Pendidikan Tinggi (LLDIKTI) Wilayah X

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (693.312 KB) | DOI: 10.22216/jsi.v7i2.729

Abstract

Garbage in the watershed of the city of Padang is the cause of flooding every year. The use of the garbage net method that is stretched horizontally in watersheds has so far been considered ineffective, because waste still accumulates and floats in the watershed so that it still causes flooding, so an automatic garbage lifter is needed from the watershed which is directly connected to the watershed. garbage dump. The method used in this automatic garbage lift system is to use a conveyor, as a tool to raise waste from the watershed to the landfill. While the AT Mega328p Microcontroller is used as the brain of the system which will later function to control the work of DC motors and Servo motors. The Esp8266 module is used as a Wifi module to connect equipment components to the internet network then forwarded to an application that is used to control the on/off switch and as a notifier when river water levels rise/fall with the Internet of Things (IoT) concept. The test results prove that the tool can work well.
Analisis Sistem Pakar Berbasis Personality dalam Implementasi Job Matching Resmi Darni; Lativa Mursyida; Efmi Maiyana
SAINS DAN INFORMATIKA : RESEARCH OF SCIENCE AND INFORMATIC Vol. 8 No. 1 (2022): Jurnal Sains dan Informatika : Research of Science and Informatic
Publisher : Lembaga Layanan Pendidikan Tinggi (LLDIKTI) Wilayah X

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (567.595 KB) | DOI: 10.22216/jsi.v8i1.978

Abstract

Absorption of vocational graduates into the world of work and industry that has not been optimal is the main focus of this research, one of the factors causing the non-optimal absorption of vocational graduates is the integration of the existing career information system with the needs of the world of work, so that the data and information obtained are not valid, practical and effective. This study aims to explain the process of designing an integrated career system that is able to recommend careers and jobs based on personality. The method used in this study is the 4D method, namely Define, Design, Development and Disseminate. The result of this study is a system application that is able to provide job recommendations based on six personality types that are useful in vocational training. The results of the model construct validation test obtained fit where, p = 0.26972 and RMSEA = 0.029, the expert validity test on aspects of Design 0.88 (Valid), Operational 0.88 (Valid), and Benefits 0.90 (Very Valid), the results practicality test 0.83 (Practical).
Sistem Pengasapan Ikan Otomatis Berbasis Internet of Things (IoT) Menggunakan Arduino AT Mega 2560 Dr. Resmi Darni, M.Kom resmi
SAINS DAN INFORMATIKA : RESEARCH OF SCIENCE AND INFORMATIC Vol. 8 No. 2 (2022): Jurnal Sains dan Informatika : Research of Science and Informatic
Publisher : Lembaga Layanan Pendidikan Tinggi (LLDIKTI) Wilayah X

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (878.566 KB)

Abstract

Ikan merupakan produk makanan yang mudah membusuk dan menurun kualitasnya, sehingga untuk dapat mempertahankan kualitasnya diperlukan teknik pengolahan yang tepat, salah satunya dengan di asap. Pengolahan ikan dengan cara di asap telah dilakukan secara turun temurun oleh kelompok perikanan di daerah Tanjung Raya Kabupaten Agam. Teknik Pengolahan ikan dengan cara pengasapan di atas arang batok dan kayu kelapa dapat mengurangi kualitas dan kehigienisan produk. Disamping itu proses pengasapan seperti ini juga membutuhkan waktu yang lama dengan risiko pematangan tidak merata dan menurunnya kadar gizi akibat proses pengasapan yang tidak tepat. Sejauh ini pengasapan dengan metode manual hanya mampu mengolah 7 kg ikan basah dengan proses pengasapan selama 12 jam untuk 1 produksi, hal dinilai tidak efisien. Tujuan penelitian ini adalah untuk mengembangkan system pengasapan otomatis dengan menggunakan elektrik dan tertutup yang dapat meningkatkan kualitas produksi dan kehigienisan produk serta efisiensi waktu pengasapan. Alat pengasapan ikan otomatis berbasis mikrokontroler Arduino AT Mega 2560 dan sensor DHT 22 untuk mengontrol suhu dan kelembaban secara otomatis. Hasil implementasi oven ini diperoleh peningkatan produksi Smoked Fish Baby, dimana oven ini dapat menampung 30 kg ikan basah dengan proses mengasapan selama 3 jam sehingga dapat menghemat waktu selama 9 jam untuk 1 kali produksi. suhu yang digunakan pada alat pengasapan ikan yaitu mencapai 80 ̊C ketika nilai suhu melebihi 80 ̊C maka secara otomatis element (pemanas) akan mati. Kipas sebagai alat untuk mensirkulasi asap akan bekerja pada suhu 60 oC berhenti bekerja pada suhu 58o C.
EDUKASI DAN MANAJEMEN PENGELOLAHAN SAMPAH BERBASIS WEBSITE DAN MENGURANGI VOLUME SAMPAH DI KELURAHAN LIMAU MANIS, PADANG Nur Khairiyah; Wahyu Permana Putra; Robi Maulana; Luqyana Najla; Resmi Darni
Jurnal Media Pengabdian Kepada Masyarakat Vol. 2 No. 1 (2023): JM-PKM
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37090/jmpkm.v2i1.805

Abstract

Based on the data of Indonesia National Plastic Action Partnership in 2020, about 67.2 million tons of garbage in Indonesia are still left off every year. Garbage problem from year-to-year still have not been taken seriously by the government. A way in decreasing the volume of garbage is by building temporary waste storage. Sadly, some of the Indonesian temporary waste storage are not working properly. Not to mention the temporary waste storage in Limau Manis Selatan. Therefore, an education, socialization and training are needed. The main goal of this project is to minimalize the amount of waste with the help of information technology based website, to serve informations to the waste bank in Limau Manis Selatan. By creating this waste management app, people in there will feel the ease to manage their waste, and become more aware of the importance of proper waste handling. From this activity, satisfying result was obtained. People in the community start building a good habits, from sorting the trash based on the variety, building aquaponics, and maggots cultivation in terms of reducing the waste volume. Keywords: Information technology, website, waste management.
Rancang Bangun Aplikasi Virtual Laboratory Pengelasan Tungsten Inert Gas dan Metal Inert Gas (TIG DAN MIG) Annisa Wahyuni; Resmi Darni
Jurnal Pendidikan Tambusai Vol. 6 No. 2 (2022): Agustus 2022
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (362.874 KB) | DOI: 10.31004/jptam.v6i2.3922

Abstract

Pergeseran paradigma pendidikan membuat dunia pendidikan terus melakukan pengembangan dan pembaharuan dalam memberikan pembelajaran. Salah satu pengembangan tersebut adalah teknologi virtual laboratory yang merupakan sebuah teknologi yang memiliki peranan penting dalam perkembangan dunia pendidikan. Virtual laboratory sendiri adalah teknologi laboratorium virtual yang telah disimulasikan oleh komputer (computer-simulated environment) sehingga dapat membuat pengguna berinteraksi dengan lingkungan laboratorium beserta peralatan yang berada di dalamnya. Aplikasi virtual laboratory pengelasan tungsten inert gas dan metal inert gas (TIG dan MIG) ini dirancang untuk mahasiswa jurusan mesin dengan matakuliah pratikum las TIG dan MIG. Dengan adanya aplikasi ini diharapkan pembelajaran dapat menjadi lebih interaktif disaat luring maupun daring karena dengan adanya aplikasi ini mahasiswa bisa melakukan pratikum berulang-ulang tanpa harus mengeluarkan biaya serta keselamatan kerja yang terjamin karena pengguna tidak bersentuhan langsung dengan peralatan pratikum.
Analisis ketertarikan guru matematika dengan kerangka PIECES terhadap penggunaan software flip pdf profesional Yulyanti Harisman; Iqbal Taufik; Suherman Suherman; Darni Resmi; Muchamad Subali Noto
JNPM (Jurnal Nasional Pendidikan Matematika) Vol 6, No 2 (2022)
Publisher : Universitas Swadaya Gunung Djati

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (730.963 KB) | DOI: 10.33603/jnpm.v6i2.6917

Abstract

Abstrak. Proses pembelajaran pada masa pandemi COVID-19 dilakukan secara daring (dalam jaringan), sehingga perlu dilakukan inovasi bahan ajar berbasis teknologi yang dapat membantu peserta didik belajar di rumah. Sebagai dampak dari hal tersebut guru harus dibekali dengan pelatihan-pelatihan yang terkait dengan Technological Pedagogical dan Content Knowledge (TPACK) dalam pengembangan bahan ajar. Namun, yang menjadi pertanyaan, apakah guru tertarik untuk mengikuti pelatihan tersebut, untuk itu perlu dilakukan sebuah survey untuk meninjau sejauh mana ketertarikan guru terhadap pelatihan untuk peningkatan TPACK. Penelitian ini bertujuan untuk melihat ketertarikan guru dengan kerangka PIECES terhadap penggunaan software flip pdf profesional dalam mengembangkan bahan ajar berbasis TPACK. Penelitian survey dilakukan dengan subjek penelitian adalah guru matematika Sekolah Menengah Pertama (SMP) se-kota Padang. Tiga puluh guru matematika dari 24 SMP diberikan pelatihan mengenai aplikasi ini selama enam minggu. Pelatihan diberikan kepada guru mulai dari pengenalan software, penggunaan menu, pembuatan bahan ajar, dan publish online. Setelah pelatihan guru diberikan angket dengan domain kerangka PIECES. Berdasarkan hasil analisis data diperoleh kesimpulan bahwa guru menunjukkan ketertarikan terhadap aplikasi flip pdf profesional dengan tingkat kepuasan tinggi dan menganggap pelatihan yang diberikan adalah penting.Kata Kunci: Flip Pdf Professional, Pembelajaran Daring, PIECES Framework
Co-Authors Agariadne Dwinggo Samala Ahmaddul Hadi, Ahmaddul alfatakh, Muhamad amin Ambiyar, Ambiyar Amri, Alwi Dwi Ananda, Primayoga Andhika Herayono Annisa Wahyuni Asmara, Delvi Asri, Hilmi Asrul Huda Batubara, Qothrun Nada Ma'ruf Bayu Ramadhani Fajri Darwin, Widya Dedy Irfan Denny Kurniadi Desi Susanti Dio Alvendri Dol Frialdo Dony Novaliendry Edi Ismanto Efmi Maiyana Efrizon Efrizon Elfi Tasrif Elfina, Eni Elsa Sabrina Fadhli Ranuharja Fadrian, Yudha Fahlevi, Muhammad Farel Fitrani Dwina Geovanne Farell Hafizatunnisa Hansi Effendi Hasan Maksum Hidayati Hidayati Hidayati Hidayati Hilda Marliza Huda, Asrul Huriati Putri Ika Parma Dewi Iqbal Taufik Jusmardi Kyranty Putri Zuhroh Lativa Mursyida Lativa Mursyida Legiman Slamet Lenggogeni Lenggogeni Luqyana Najla Mahesi Agni Zaus Marta, Rizkayeni Mazlini Adnan Melly Novalia Melri Deswina Mhd Arya Dhaifullah Minora Longgom Nasution Miranda Miranda Muchamad Subali Noto Muhammad Adri Muhammad Adri MUHAMMAD ANWAR Mursyida, Lativa Nabilla Yasmin Nadiyatul Ghina Nita Sofia Nur Addina Nur Khairiyah Nursi, Anita Pipin Sumarni Pratama Benny Herlandi Putri Zuhroh, Kyranty Rachmah Nanda Octhavira Rahmad Alrian Rahmad Darmawan Ramadhani Fajri, Bayu Risda Amini Rizkayeni Marta Rizky Ema Wulansari Robi Maulana Rudi, Muhamad Saputri, Sindi Saragih, Fadhillah Majid Silvia Gina Rahayu Alvi Sintia Okta Rina Sri Rizki Putri Primandari Suherman Suherman Taali, Taali Titi Sri Wahyuni Titin Sriwahyuni Triana Dewi, Olivia Usmeldi Usmeldi Vera Indriani Vera Irma Delianti Vitriani Vitrian Wahyu Permana Putra Wahyuni, Annisa Waskito Waskito, Waskito Winda Agustiarmi Yasdinul Huda Yasdinul Huda Yeka Hendriyani Yulyanti Harisman