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Perancangan Sistem Informasi Bank Soal Online Di SMP Negeri 3 Matur Firdaus Annas
Jurnal Educative: Journal of Educational Studies Vol 4, No 2 (2019): Desember 2019
Publisher : Universitas Islam Negeri Sjech M. Djamil Djambek Bukittinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (811.57 KB) | DOI: 10.30983/educative.v4i2.2522

Abstract

AbstrakThe National Examination (UN) is an activity to measure the competence of students in basic education and secondary education as a result of the learning process in accordance with the Graduate Competency Standards (SKL). The national exam questions that have been tested at the State 3 Matur Junior High School (SMP) are used as test materials for ninth grade students. The archiving activity of the questions tested was done manually by the school so that many questions were lost. So this is the background for the author to design an online question bank system using the PHP programming language and MySQL database. The method used in this research is the research and development (R&D) method. This research was also carried out by utilizing computer facilities in designing, testing, and optimizing the results of the research that the authors had done. Based on the research that the author put forward, it can be ensured that the information system that the author created can help SMP Negeri 3 Matur in facing the national exam, so that the practice questions for preparation for the national exam each year are well documented.  AbstrakUjian  Nasional  (UN)  merupakan kegiatan untuk mengukur  pencapaian  kompetensi  lulusan  peserta didik  pada  jenjang  satuan  pendidikan  dasar  dan  pendidikan  menengah  sebagai  hasil  dari  proses pembelajaran  sesuai  dengan  Standar  Kompetensi  Lulusan  (SKL). Soal-soal ujian nasional yang telah diujikan di Sekolah Menegah Pertama (SMP) Negeri 3 Matur dijadikan sebagai bahan tryout untuk siswa kelas sembilan. Aktifitas pengarsipan soal yang relah diujikan dilakukan secara menual oleh pihak sekolah sehingga banyak soal-soal yang hilang. Sehingga hal ini melatarbelakangi penulis untuk merancang sistem bank soal online dengan menggunakan bahasa pemrograman PHP dan database MySQL. Metode yang digunakan dalam penelitian ini adalah metode penelitian dan pengembangan atau Research and Development (R&D). Penelitian ini juga dilakukan dengan memanfaatkan fasilitas komputer dalam perancangan, pengujian, dan pengoptimalan hasil dari penelitian yang telah penulis lakukan. Berdasarkan hasil penelitian yang penulis kemukakan dapat disimpulkan bahwa sistem informasi yang penulis rancang dapat membantu pihak SMP Negeri 3 Matur  dalam menghadapi persiapan ujian nasional, sehingga soal-soal latihan untuk persiapan ujian nasional pada setiap tahunnya sudah terdokumentasi dengan baik.
Aplikasi Mobile Learning Sebagai Sarana Pembelajaran Abad 21 bagi Pendidik dan Peserta Didik di era Revolusi Industri 4.0 Liza Efriyanti; Firdaus Annas
Jurnal Educative: Journal of Educational Studies Vol 5, No 1 (2020): June 2020
Publisher : Universitas Islam Negeri Sjech M. Djamil Djambek Bukittinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1121.499 KB) | DOI: 10.30983/educative.v5i1.3132

Abstract

The first to fourth industrial revolution has resulted in changes in the learning process of today. Learning in a person which was limited in space and time, with the development of technology, has led to the transition of a learning process that can take place anywhere and at any time. The aim of the research was to find the literature on mobile learning and its application in the 21st century learning process by educators and students and the devices used. This literature review research has shown that the use of mobile technology has influenced the development of mobile learning applications as a means of learning in the 21st century. Mobile learning applications can be used by educators and students if they are connected to the Internet. Developing a mobile application requires educators to be able to use it. Vice versa, students can use this application to build their knowledge of the material they need. Researchers concluded that learning through mobile learning has led to changes in educators and student thinking; how to work; the level of technology mastery; and the ability to adapt and survive in the outer environment Revolusi industri pertama sampai dengan keempat mengakibatkan perubahan pada proses pembelajaran pada zaman sekarang. Pembelajaran pada diri seseorang yang dulunya dibatasi oleh ruang dan waktu, dengan perkembangan teknologi menyebabkan terjadinya peralihan proses pembelajaran yang bisa terjadi kapanpun dan dimanapun. Adapun tujuan penelitian berupa mencari literatur tentang mobile learning dan pengaplikasiannya dalam proses pembelajaran di abad 21 oleh pendidik dan peserta didik dan tools yang digunakan. Jenis penelitian yang digunakan berupa literature review. Hasil penelitian yang diperolah dari literature yang didapatkan bahwa penggunaan teknologi mobile berdampak pada berkembangnya aplikasi mobile learning sebagai sarana dalam proses pembelajaran pada abad 21. Aplikasi mobile learning dapat digunakan oleh pendidik dan peserta didik asalkan terhubung dengan internet. Perkembangan aplikasi mobile mengakibatkan pendidik harus memiliki kemampuan untuk menguasai penggunaannya. Begitu juga sebaliknya peserta didik dapat memanfaatkan aplikasi ini dalam membangun pengetahuan mereka terhadap suatu materi yang dibutuhkan. Kesimpulan yang peneliti dapatkan pada penelitian ini yaitu: Pembelajaran dengan menggunakan mobile learning mengakibatkan perubahan yang terjadi pada pendidik dan peserta didik terhadap cara berpikir; cara bekerja; tingkat penguasaan teknologi yang ada dan kemampuan untuk beradaptasi dan bertahan hidup pada lingkungan luar.
Percepatan Penulisan Karya Ilmiah Guru melalui Workshop Penggunaan ChatGPT dan Perplexity di Pondok Pesantren Efriyanti, Liza; Derta, Sarwo; Annas, Firdaus
Jurnal Solusi Masyarakat (JSM) Vol. 2 No. 2 (2024)
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/jsm.v2i2.18823

Abstract

One of the challenges faced by educators is the preparation of scientific papers, particularly in regard to the structure, content, and time required for completion. To address this challenge, a workshop on accelerating teachers' scientific writing through the use of ChatGPT and Perplexity was conducted at Pondok Pesantren Mu'alimin Kamang Magek, West Sumatra. The objective of this activity is to assist educators in enhancing their scientific writing abilities with the aid of artificial intelligence (AI) technology. The implementation method employed a blended learning approach, wherein participants received hands-on guidance in the utilization of ChatGPT for brainstorming and drafting, as well as Perplexity for the enhancement of text readability and coherence. The results of the workshop demonstrated a notable enhancement in participants' abilities, with 80% of them exhibiting the capacity to construct a more structured outline. The utilization of ChatGPT facilitated the writing process, whereas Perplexity enhanced the quality of the text. Consequently, it can be concluded that this workshop is an efficacious strategy for augmenting teachers' scientific writing productivity. It is, therefore, recommended that it be conducted on a regular basis with the provision of online assistance as a follow-up measure.
Perancangan Media Pembelajaran Biologi Kelas XI Menggunakan Heyzine untuk Meningkatkan Konsentrasi Belajar Siswa Kurnia Putri, Silvy; Annas , Firdaus
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 3 No. 2 (2024): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v3i02.356

Abstract

Advances in technology and information in the era of the industrial revolution 4.0 require teachers to be able to create interactive media that can help the learning process at school. Based on observations and interviews conducted at SMAN 3 Sawahlunto, the learning process still uses power point, LKPD and the internet as learning resources that are not can fully support students' learning, they cannot help and understand students' lessons in class so that it has an impact on student learning outcomes. The aim of this research is to design an e-module as a Biology learning media using the Hyzine application which is valid, practical and effective to help teachers in delivering learning so that it makes it easier for students to understand the lesson and improve student learning outcomes. This research model uses the R&D method with the ADDIE model. The result of this research is the formation of a biology learning media in the form of an e-module that can be accessed using a cellphone with internet access. This e-book can be used by students to study anywhere and anytime. This media product has been tested through validation by two computer experts and one language expert with a score of 0.87 in the valid category. The results of the practicality test with two teachers at SMAN 3 Sawahlunto obtained a score of 0.91 with a very high practicality level category and the results of the effectiveness test with 20 class XI female students obtained a score of 0.79 with the effective category. Researchers have succeeded in designing biology learning media in the form of e-modules using the Hyzine application which it is hoped can be used to help the learning process in class XI and can improve student learning outcomes. Abstrak Kemajuan teknologi dan informasi diera revolusi industry 4.0 menuntut guru untuk dapat menciptakan media yang interaktif yang dapat membantu proses pembelajaran disekolah. Berdasarkan observasi dan wawancara yang dilakukan di SMAN 3 Sawahlunto, dalam proses pembelajaran masih menggunakan power point, LKPD dan internet sebagai sumber belajar yang tidak dapat sepenuhnya menunjang pelajaran siswa, tidak bisa membantu dan memahami pelajaran siswa di kelas sehingga berdampak kepada hasil belajar siswa. Tujuan dari penelitian ini untuk merancang sebuah e-modul sebagai media pembelajaran Biologi menggunakan aplikasi Hyzine yang valid, praktis dan efekti untuk dapat membantu guru dalam menyampaikan pembelajaran sehingga memudahkan siswa untuk memahami pelajaran dan meningkatkan hasil belajar siswa. Model penelitian ini menggunakan metode R&D dengan model ADDIE. Hasil penelitian ini adalah terbentuknya sebuah media pembelajaran biologi berupa e-modul yang dapat di akses menggunakan handphone dengan akses internet. E-book ini dapat di gunakan oleh siswa untuk belajar dimana dan kapan saja. Produk media ini telah diuji melalui validasi oleh dua orang ahli komputer dan satu orang ahli bahasa dengan perolehan nilai 0,87 dengan kategori valid. Hasil uji praktikalitas dengan dua orang guru SMAN 3 Sawahlunto diperoleh nilai 0,91 dengan kategori tingkat kepraktisan sangat tinggi dan hasil uji efejtivitas dengan 20 orang siswa siswi kelas XI di peroleh nilai 0,79 dengan kategori efektif. Peneliti sudah berhasil merancang media pembelajaran biologi berupa e-modul menggunakan aplikasi Hyzine yang diharapkan dapat digunakan membantu proses pembelajaran di kelas XI dan dapat meningkatkn hasil belajar siswa.
Pengembangan Model Inovasi Pembelajaran Berbasis Research and Development di SMP N 3 Pasaman Barat Wulandari, Ratih; Dwi Amiza, Indah Putri; Annas, Firdaus
Journal of Educational Management and Strategy Vol. 3 No. 2 (2024): July-December 2024
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/jemast.v3i02.602

Abstract

This research aims to develop a Research and Development (R&D) based learning innovation model at SMP N 3 Pasaman Barat to improve the quality of learning processes and outcomes. Effective learning in junior high schools requires innovative approaches to respond to various educational challenges, such as students' low interest in learning and the limitations of the methods applied. The R&D method is used in this research to design, test and evaluate learning models that suit student characteristics and applicable curriculum needs. The research process includes the needs analysis stage, learning model design, classroom testing, and evaluation of the implementation of the model developed. The research results show that the implementation of the R&D-based learning innovation model at SMP N 3 Pasaman Barat can increase student involvement, improve understanding of teaching material, and significantly improve student learning outcomes. This research concludes that the use of an R&D-based learning model makes a positive contribution to the quality of education at SMP N 3 Pasaman Barat  and can be used as a reference for developing learning in other schools. Abstract This research aims to develop a Research and Development (R&D) based learning innovation model at SMP N 3 Pasaman Barat to improve the quality of learning processes and outcomes. Effective learning in junior high schools requires innovative approaches to respond to various educational challenges, such as students' low interest in learning and the limitations of the methods applied. The R&D method is used in this research to design, test and evaluate learning models that suit student characteristics and applicable curriculum needs. The research process includes the needs analysis stage, learning model design, classroom testing, and evaluation of the implementation of the model developed. The research results show that the implementation of the R&D-based learning innovation model at SMP N 3 Pasaman Barat can increase student involvement, improve understanding of teaching material, and significantly improve student learning outcomes. This research concludes that the use of an R&D-based learning model makes a positive contribution to the quality of education at SMP N 3 Pasaman Barat  and can be used as a reference for developing learning in other schools.
The Use of Artificial Intelligence for Marketing Community Economic Products in West Sumatra Awaluddin, Awaluddin; Annas, Firdaus; Yuspita, Yulifda Elin
International Journal of Multidisciplinary Research of Higher Education Vol 8 No 2 (2025): (April) Theme STEM, Education, Religion Studies, Social Sciences and Economic Dev
Publisher : Islamic Studies and Development Center in Collaboration With Students' Research Center Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/ijmurhica.v8i2.303

Abstract

The development of digital technology has brought significant changes in various aspects of life, including marketing. Artificial Intelligence is one of the innovations that play a role in increasing marketing effectiveness, especially for small and medium enterprises. This research aims to analyze the use of Artificial Intelligence in marketing community economic products in West Sumatra, or identify the benefits and challenges faced by business actors in applying Artificial Intelligence technology to market their products. The method used in this research is a qualitative approach with interview and observation techniques. Data was collected from small and medium enterprises in West Sumatra that have used Artificial Intelligence in their marketing strategies. The results showed that the application of Artificial Intelligence in marketing community economic products in West Sumatra has a positive impact. The use of Artificial Intelligence in marketing has great potential in increasing the competitiveness of local products and expanding the market for businesses in West Sumatra. Thus, the use of Artificial Intelligence in marketing can be an innovative solution in encouraging economic growth in the region.
PERANCANGAN MEDIA PEMBELAJARAN BERBASIS GAME EDUKASI MENGGUNAKAN CONSTRUCT 3 PADA MATA PELAJARAN IPAS Prasetia Ananda, Viqi; Firdaus Annas; Jasmienti; Darmawati , Gusnita
Jurnal Mahasiswa Ilmu Komputer Vol. 6 No. 1 (2025): Jurnal Mahasiswa Ilmu Komputer March 2025
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ilmukomputer.v6i1.8360

Abstract

Penelitian ini dilatarbelakangi oleh masalah dalam pembelajaran IPAS di SDN 04 Koto Tuo, di mana metode pembelajaran yang dominan ceramah dan fokus pada guru menyebabkan minat dan pemahaman siswa terhadap materi terbatas. Selain itu, media pembelajaran yang kurang variatif dan hanya bergantung pada buku LKS berdampak pada rendahnya hasil belajar siswa yang banyak berada di bawah Kriteria Ketuntasan Minimal (KKM) serta kesulitan siswa dalam menjawab soal latihan. Untuk mengatasi masalah ini, penelitian ini merancang media pembelajaran berbasis game edukasi menggunakan aplikasi Construct 3, yang diharapkan dapat meningkatkan proses pembelajaran IPAS di kelas IV. Metode Research and Development (R&D) diterapkan dalam penelitian ini dengan lima tahapan ADDIE, yaitu Analyze, Design, Develop, Implement, dan Evaluate. Uji produk meliputi uji validitas, praktikalitas, dan efektivitas menggunakan rumus Aiken's V, Moment Kappa, dan N-Gain. Hasil penelitian menunjukkan nilai uji validitas sebesar 0,89 oleh dua ahli konstruksi, satu ahli kebahasaan, dan satu ahli konten yang diberikan valid, uji praktikalitas oleh dua guru menghasilkan nilai 0,93 yang sangat tinggi, dan uji efektivitas oleh tujuh belas siswa memperoleh nilai 0,86 dengan tingkat efektif tinggi. Dengan demikian, aplikasi media pembelajaran berbasis game edukasi untuk mata pelajaran IPAS di kelas IV SDN 04 Koto Tuo dinyatakan valid, praktis, dan efektif untuk digunakan.
Pengaruh Video Tutorial PJOK Terhadap Hasil Belajar Pjok di SMPN 1 Payakumbuh Fahrul Hadi; Gusnita Darmawati; Firdaus Annas; Yulifda Elin Yuspita
At-Tadris: Journal of Islamic Education Vol. 4 No. 2 (2025): At-Tadris: Journal of Islamic Education
Publisher : Ikatan Dai Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56672/31mhd183

Abstract

This research was conducted in the odd semester of 2023/2024, where the author collected student data and grades. The data were then processed and analyzed to determine the impact of video tutorials on student learning outcomes in Physical Education (PJOK). The required data collection took place in July 2023, and the study was conducted in both the experimental and control classes to assess the impact on learning outcomes. The average cognitive learning outcomes obtained through the post-test between the control and experimental classes can be used to determine the extent of the differences in learning outcomes in PJOK between students taught through video tutorials and those not taught through video tutorials.
IMPLEMENTASI SISTEM PENDUKUNG KEPUTUSAN DALAM MENENTUKAN PESERTA PERTUKARAN PELAJAR DI SMAN 1 PADANG PANJANG DENGAN METODE AHP Fadhilah, Habibatul; Yuspita, Yulifda Elin; Annas, Firdaus; Darmawati, Gusnita
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 6 No. 2 (2025): 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/jipti.v6i2.3633

Abstract

The purpose of this study is to implement a Decision Support System (DSS) based on the Analytical Hierarchy Process (AHP) method to support the selection process of student exchange program participants in an objective and measurable manner. The background of this research is based on problems in the selection process, which are still subjective and lack transparency, causing confusion and dissatisfaction among students and parents. The system is designed to structure the hierarchy of criteria and alternatives, as well as calculate the priority weight of each student using the AHP method. Data processing was carried out through two approaches, namely manual calculation and the use of the Super Decisions application to compare the consistency of the results. The findings show that both approaches produced identical weights and rankings. Therefore, the AHP-based DSS is considered capable of providing accurate and efficient results, and is feasible to be implemented as a solution to improve objectivity, transparency, and efficiency in the selection process of student exchange program participants in the school environment.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS AUDIO VISUAL DENGAN MENGGUNAKAN APLIKASI POWER DIRECTOR Holip, Zulahmad; Darmawati, Gusnita; Yuspita, Yulifda Elin; Annas, Firdaus
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 6 No. 1 (2025): 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/jipti.v6i1.2616

Abstract

Learning media plays an important role as a tool in facilitating the teaching and learning process. The use of learning media is essential in simplifying complex concepts, such as electrical energy circuits, to increase students' engagement and interest in science subjects. This study uses a Research and Development (R&D) methodology that aims to design and produce audiovisual-based learning media for integrated science subjects on the topic of “electrical energy circuits” for grade VI students at SDN 20 Limo Balai. The developed learning media is designed to improve the efficiency and effectiveness of the learning process in science education in elementary schools. The research findings show that the audiovisual-based learning media significantly supports teachers and students in the teaching and learning process. The media achieved a validity score of 0.56, categorized as valid, a practicality score of 0.87, indicating that the media is very practical, and an effectiveness score of 0.77, which is categorized as effective. These results indicate the high feasibility and suitability of the developed media as a science learning aid in elementary schools.