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Perancangan Media Pembelajaran Berbasis Augmented Reality Menggunakan Aplikasi Assemblr Edu Pada Mata Pelajaran IPA Kelas VIII Di SMPN 1 Sungai Limau Anggraini, Siti Rahma; Annas, Firdaus; Darmawati, Gusnita; Yuspita, Yulifda Elin
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 6, No 2 (2024): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v6i2.31475

Abstract

This research starts from the existence of problems at SMPN I Sungai Limau which still applies conventional learning and still dominantly uses printed books which causes students to have difficulty in understanding the material presented by the teacher because the learning process is less interesting and does not support science learning at school. Researchers conducted this study with the intention of producing an Augmented Reality-based learning media using the assemblr Edu application that is interesting and can help in the science learning process. The method that researchers apply in this problem is the Research and Development (R&D) development method. The development model used is the development model according to Hannafin and Peck which consists of three stages, namely Needs Analysis (Needs Assess), Design (Design), and Development and Implementation (Develop and Implement) where the three stages are interrelated with evaluation and revision. Researchers used three tests to assess the product: validity test conducted by five experts and resulted in a score of 0.90 with valid criteria; practicality test completed by three experts and resulted in a score of 0.99 with high criteria; and effectiveness test completed by 30 students and resulted in a score of 0.93 with high criteria.Kata kunci: Augmented Reality, IPA, Assemblr Edu
Pengaruh Model Pembelajaran Flipped Classroom Terhadap Hasil Belajar Informatika di MTsN 2 Kota Payakumbuh Ramadhan, Syahrul; Khairuddin, Khairuddin; Jasmienti, Jasmienti; Darmawati, Gusnita
Invention: Journal Research and Education Studies Volume 6 Nomor 3 November 2025
Publisher : CV. PUSDIKRA MITRA JAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51178/invention.v6i3.2912

Abstract

Penelitian ini dilatar belakangi oleh rendahnya hasil belajar informatika siswa di MTsN 2 Kota Payakumbuh, hasil belajar tercermin dari hasil nilai ulangan harian dan terlihat dalam proses pembelajaran masih di dominasi oleh guru yang bisa disebut dengan motode konvensional. Pemberian materi kepada siswa melalui pendekatan ceramah, membuat peran guru lebih dominan di dalam kelas. Hal ini membuat siswa berperan sebagai agen pembelajaran yang bersifat pasif. Model pembelajaran konvensional ini tidak mampu menarik perhatian siswa, dan guru cenderung tidak melibatkan siswa secara aktif dalam proses pembelajaran. Hal tersebut yang menyebabkan siswa tidak dapat mencapai ketuntasan belajar seperti yang diharapkan dalam tujuan pembelajaran. Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran Flipped Classroom terhadap hasil belajar Informatika di MTsN 2 Kota Payakumbuh. Jenis penelitian ini adalah kuasi eksperimen dengan metode penelitian kuantitatif dengan rancangan peneltian Grup Design Pretest-Posstest Control Design. Populasi yang di gunakan dalam penelitian ini ialah seluruh sisswa kelas VII MTsN 2 Kota Payakumbuh. Pengambilan sampel dilakukan secara acak menggunakan model simpel random sampling yang sebelum pengambilan sampel tersebut dilakukan beberapa uji yaitu : uji normalitas dan uji homogenitas. Sampel pada penelitian ini adalah kelas VII.11 sebagai kelas ekperimen dan kelas VII.9 sebagai kelas kontrol. Data penelitian diambil dari hasil belajar informatika siswa dari tes akhir (posstest), Data hasil akhir dari kedua kelas berdistribusi normal dan homogeny, Sedangkan hasil dari tes akhir yang menggunakan Uji T diperoleh nilai Sig (2-tailed) sebesar 0,019 yang artinya nilai < 0,05 yang berarti Ho ditolak dan Ha nya diterima. Jadi kita dapat simpulkan bahwa “terdapat pengaruh yang signifikan dari model pembelajaran Flipped Classroom terhadapat hasil belajar hasil belajar informatika kelas VII MTsN 2 Kota Payakumbuh.
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.
PERANCANGAN SISTEM INFORMASI TRACER STUDY BERBASIS WEB DI SMA N 1 CANDUNG Firmanda, Anggia; Yuspita, Yulifda Elin; Annas, Firdaus; Darmawati, Gusnita
Jurnal Sistem Informasi Bisnis (JUNSIBI) Vol. 5 No. 2 (2024): Jurnal Sistem Informasi Bisnis (JUNSIBI)
Publisher : Program Studi Sistem Informasi Institut Bisnis dan Informatika (IBI) Kosgoro 1957

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55122/junsibi.v5i2.1398

Abstract

Tracer study merupakan alat penting dalam evaluasi untuk memantau karir lulusan dan menilai kesesuaian pendidikan dengan kebutuhan dunia kerja. Biasanya, data tracer study digunakan pihak sekolah untuk meningkatkan kualitas pendidikan dan relevansi kurikulum dengan tuntutan pasar kerja. Namun, di SMA N 1 Candung, belum ada tracer study, yang menyebabkan data alumni tidak terorganisir dan menghambat evaluasi sekolah. Kesenjangan ini menunjukkan kebutuhan akan teknologi informasi untuk mendukung evaluasi dan pelacakan karir alumni secara sistematis. Oleh sebab itu diharapkan adanya tracer study yang dapat mempermudah pengorganisasian data dan meningkatkan efisiensi evaluasi serta pemantauan karir lulusan. Penelitian ini bertujuan mengembangkan tracer study berbasis web yang dapat membantu sekolah dalam mengorganisir data alumni dan memfasilitasi proses evaluasi. Metodologi penelitian yang digunakan adalah R&D dengan model pengembangan SDLC Spiral. Hasil penelitian menunjukkan tracer study yang dikembangkan memenuhi tujuan penelitian, yaitu mempermudah pengolahan data alumni. Disimpulkan tracer study ini memiliki validitas sangat tinggi, praktikalitas sangat praktis, dan efektivitas sangat efektif. Kontribusi penelitian ini menyediakan solusi yang dapat digunakan sekolah untuk meningkatkan pengorganisasian data alumni dan memfasilitasi evaluasi yang lebih efektif. Selain itu, implementasi sistem ini juga berpotensi memberikan dampak positif terhadap penilaian akreditasi sekolah, dengan menyediakan data yang lebih terstruktur dan dapat diakses untuk keperluan evaluasi.
PERANCANGAN MEDIA PEMBELAJARAN TEKNOLOGI JARINGAN KABEL DAN NIRKABEL BERBASIS ANIMASI MENGGUNAKAN KINEMASTER Jama Hendra, Risil; Elin Yuspita, Yulifda; Darmawati, Gusnita; Annas, Firdaus
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 5 No. 1 (2024): 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.v5i1.1917

Abstract

This research is motivated by problems at SMK Pembangunan Bukittinggi, where there is a lack of learning media during the learning process. This causes students to tend to play rather than listen to the teacher when explaining the material. During the learning process, teachers only use limited printed books, so students lose interest due to the lack of variety in the learning methods presented. Therefore, interesting and creative educational resources are needed to increase students' learning motivation. This research adopts the Research and Development (R&D) model, which is used to produce and test a product. This research model follows the 4D approach (Define, Design, Develop, Disseminate). The validity of the product was tested by three experts in the field, the practicality was tested by Computer and Network Engineering teachers at SMK Pembangunan Bukittinggi, and the effectiveness was tested by students at the school. The test results showed a validity value of 0.83, a practicality of 0.93, and an effectiveness of 0.79. Thus, it can be concluded that the design of animation-based wired and wireless network technology learning media at SMK Pembangunan Bukittinggi is said to be very effective.
A PERANCANGAN MEDIA PEMBELAJARAN PRAKARYA KELAS VII MENGGUNAKAN GOOGLE SITES Indrianti, Zulka; 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.v6i1.2453

Abstract

This research is motivated by the difficulty of teachers in the learning process of workshops due to limited facilities and infrastructure, as well as higher student interest in technology-based learning media due to its accessibility. The purpose of this research is to design a workshop learning media for class VII using Google Sites at SMP Negeri 1 Lubuk Sikaping. The method used in this research is Research and Development (R&D) with Luther Sutopo's Multimedia Development Life Cycle (MDLC) development model. This model consists of six stages: conception, design, material collection, assembly, testing, and distribution. The results showed that the designed learning media was declared valid, practical, and effective based on the product test results. The validity test resulted in an average score of 0.82 (valid category), the practicality test obtained an average score of 0.89 (very high category), and the effectiveness test obtained an average score of 0.84 (high effectiveness category). It is expected that this learning media can improve the quality of workshop learning, provide convenience for teachers, and motivate students in the learning process. The implication of this research is that the integration of technology in learning can be an innovative solution to overcome the limitations of facilities and infrastructure, while encouraging the creation of more interesting and effective learning.
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.
Perancangan Media Pembelajaran Biologi Menggunakan Canva di MAS ASY – SYARIF Koto Laweh Rahmadani, Rahmi; Darmawati, Gusnita; Okra, Riri; Musril, Hari Antoni
Jurnal Pendidikan Tambusai Vol. 8 No. 3 (2024)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

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

Abstract

Penelitian dilatar belakangi rendahnya pemhaman siswa pada mata pelajaran biologi dan belum terdapatnya media pembelajaran yang menarik selama pembelajaran. Penelitian ini bertujuan untuk menghasilkan media pembelajaran biologi menggunakan Canva di MAS ASY – SYARIF Koto Laweh yang valid, praktis dan efektif. Metode yang digunakan dalam penelitian ini adalah metode penelitian Research And Development (R&D) model 4D yang terdiri dari define, design, develop, dan disseminate. Uji kelayakan produk penelitian ini berupa uji validitas yang dilakukan oleh 2 orang ahli yang di hitung menggunakan rumus Statistik Aiken’s V, uji praktikalitas oleh 1 orang ahli materi yang di hitung menggunakan rumus Momen Kappa dan uji efektivitas oleh 5 orang siswa kelas X di MAS ASY – SYARIF Koto Laweh yang di hitung menggunakan rumus statistik Richard R Hake ( G-Score). Berdasarkan uji dri produk yang telah dilakukan penulis mendapakan hasil analisis uji validitas produk dengan nilai rata – rata 0,9 dengan kriteria sangat valid, uji praktikalitas dengan nilai rata – rata 1 dengan kriteria sangat praktis, dan uji efektivitas dengan nilai rata – rata 0,86 dengan kriteria sangat efektif. Setelah di peroleh nilai dari uji hasil media pembelajaran, diharapkan media pembelajaran ini dapat membantu guru dan siswa dalam melaksanakan proses belajar mengajar.
Perancangan Sistem Informasi Pembayaran SPP dan Catering Berbasis Web di Pondok Pesantren Madinatul Munawwarah Bukittinggi Poyan, Hafri Saldi; Yuspita, Yulifda Elin; Annas, Firdaus; Darmawati, Gusnita
Jurnal Pendidikan Tambusai Vol. 9 No. 1 (2025)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

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

Abstract

Perancangan sistem informasi pembayaran SPP dan Catering menjadi solusi untuk pengelolaan data keuangan yang masih dilakukan dengan cara manual, sehingga mengakibatkan kendala dalam penelolaan data, laporan keuangan dan lamanya waktu Menyusun laporan keuangan. Penulis melakukan penelitian terbatas di Pondok Pesantren Madinatul Munawwarah Bukitinggi dengan tujuan untuk merancang suatu sistem informasi Pembayaran SPP dan Catering .Metode penelitian yang penulis gunakan yaitu metode Research & Development (R&D) dengan model pengembangan ADDIE. Model ini terdiri dari lima pengembangan sistem yaitu Analyze, Design, Develop, Implement dan Evaluate. Hasil dari penelitian in ikan dibuktikan menggunakan uji produk yang meluputi uji validitas produk yang diujikan pada para ahli, uji praktikalitas di ujikan pada bagian administrasi dan uji efektifitas diujikan pada siswa Pondok pesantren madinatul munawwarah bukittinggi. Untuk melihat hasil dari masing-masing uji produk. Penulis menggunakan angket dalam mengumpul data. Dari penelitian ini didapatkan hasil kelayakan validitas dengan rata-rata 0,83 sedangkan hasil kelayakan praktikalitas dengan rata-rata 0,91 sedangkan hasil kelayakan efektifitas didapatkan rata-rata 0,96. Dengan demikian dapat disimpulkan Perancangan Sistem Informasi SPP dan Catering layak digunakan.
Penyuluhan dan Pendampingan kepada Guru dan Siswa MDTA Tentang Arif dan Bijak dalam Penggunaan Smartphone Khomarudin, Agus Nur; Novita, Rina; Darmawati, Gusnita
Jurnal Dedikasia : Jurnal Pengabdian Masyarakat Vol. 3 No. 1 (2023): Juni 2023
Publisher : Universitas Islam Negeri Sjech M. Djamil Djambek Bukittinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30983/dedikasia.v3i1.6149

Abstract

Since the Covid-19 pandemic broke out, the presence of smartphones is felt to be very important, especially for students. The presence of a smartphone in the family must be addressed wisely and prudently. Because in essence, a smartphone is a technology that is analogous to a knife with 2 sides. Smartphones can have a positive impact if used in a positive direction and vice versa, they will cut and self-destruct if used in a negative direction. Awareness of the negative impact of smartphone use in early childhood should be a concern for parents because it can reduce the healthy quality and social life of adolescents. Early childhood is the next generation for religion, homeland, and nation which must be formed with the basic provisions of character so that they grow and develop into pious children who are assets for both parents. The target of this PkM activity is to provide counseling to teachers and students of MDTA Al-Mukminun Biaro, Kab. Religion. To find out the level of effectiveness of this PkM activity, an assessment was carried out using the media questionnaire instrument. Based on the processing of the questionnaire, the result was that this PkM activity obtained an average score of 82.71% in the good category. Even though this activity has obtained good results based on the assessment of the MDTA teachers, consistent efforts are needed and an increase in the effectiveness of PkM implementation for the next period. Efforts to increase the effectiveness of PkM implementation are also based on several suggestions and input submitted by MDTA teachers through effectiveness questionnaires.