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PERANCANGAN SISTEM PEMETAAN DIGITAL OBJEK WISATA MANDEH BERBASIS WEB DI KABUPATEN PESISIR SELATAN anover, iko puji; Irsyadunas, Irsyadunas
Jurnal EDik Informatika Vol 5, No 2 (2019)
Publisher : STKIP PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (620.511 KB) | DOI: 10.22202/ei.2019.v5i2.3308

Abstract

Mandeh tourism was inaugurated in June 2015 due to its natural beauty and scenery, but there is still a lack of availability of directions and location plans about the attractions of the Mandeh region. The absence of Mapping in the Mandeh area is in print media, often confusing visitors to the Mandeh area due to lack of guidance. System Development Life Cycle (SDLC) The model used is the waterfall model. SDLC waterfall model waterfall model, provides sequential software flow sequentially. Based on this, a digital mapping system needs to be made that is easy to use by users and does not require much time in processing its use. Digital mapping system that will be created using Adobe Dreamweaver CS6 12.0.0.580 and Xampp 3.2.2.0. In accordance with the title made, which will later produce a mapping system that is effective and efficient and optimizes managers in generating learning.
PERANCANGAN SISTEM INFORMASI INVENTORI BARANG PADA TOKO AURYN COMPUTER KABUPATEN SOLOK SELATAN Husaini., Ahmad; Irsyadunas, Irsyadunas
Jurnal EDik Informatika Vol 5, No 1 (2018)
Publisher : STKIP PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (640.889 KB) | DOI: 10.22202/ei.2018.v5i1.3307

Abstract

Auryn Computer Store is an effort to sell computers, accessories and office stationery located in Muara Labuh, South Solok Regency, the process of processing data during this time is done manually by employees. System design uses a modeling language using information system analysis (ASI). While the programming language used is Micrososft Visual Studio 2010 by using the Microsoft Access database. Information systems designed using the SDLC (System Development Life Cycle) method. Goods data management is built an inventory information system at Auryn Computer store in South Solok Regency with the aim to facilitate the management of goods sales data, goods purchase reports, inventory calculation and inventory reports, all data has been stored in the database properly, so that inventory information systems this is very effective and efficient for providing information.
PERANCANGAN SISTEM INFORMASI PEMESANAN NOMOR ANTRIAN PADA BAUK STKIP PGRI SUMATERA BARAT Mary, Thomson; Irsyadunas, Irsyadunas; Pratama, Andika Befni
Jurnal EDik Informatika Vol 7, No 1 (2020)
Publisher : STKIP PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/ei.2020.v7i1.4357

Abstract

Queuing Manual System at the STKIP PGRI West Sumatera General and Financial Administration Board (BAUK) needs to be upprove  for employees to facilitate employees in carrying out service. The design of information system is carried out by the SDLC (System Development Life Cycle) method which consists of planning, analysis, design an implementation. The analytical aid used is the Unified Modeling Language (UML) in the form of Use Case Diagram., Activity Diagrams, Class Diagrams, and Sequence Diagram. Data in this design is the number of queues, types of services. The design of this information system uses testing using Black Box Testing which will be tasted for each module using data that has been prepared. The final result is an application information system than helping BAUK STKIP PGRI West Sumatera in managing queue and improving student serevice and convenience in administrasi.
PENGEMBANGAN MEDIA PEMBELAJARAN PEMAHAMAN SINTAK MODEL PEMBELAJARAN ABAD 21 BERBASIS MOBILE Irsyadunas, Irsyadunas; Mary, Thomson; Maizeli, Anika; Lina, Roza
Jurnal Riset Fisika Edukasi dan Sains Vol 8, No 1 (2021): Jurnal Riset Fisika Edukasi dan Sains
Publisher : Universitas PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/jrfes.2021.v8i1.4845

Abstract

This research aims to develop a learning medium of understanding the intake of a valid and practical mobile-based 21st-century learning model. The urgent problem in this study is the lack of understanding of students' learning materials in the 21st century as well as the lack of learning media in understanding the material. This research is a research development or R&D (Research and Development) that aims to describe the process of Developing Mobile-Based Learning Media that is valid and practical. The development design used is the instructional development institute (IDI) model. The subject of this study consisted of 6 expert validator of materials and media. 2 responses of lecturers and students of the class of 2017 Informatics Study Program which amounted to 49 people. The research was conducted at STKIP PGRI West Sumatra. The results showed that the validity test value by material experts obtained a value of 0.868 with a valid category and for validity test results by media experts get a value of 0.812 valid categories. Practicality test results by lecturers obtained a percentage of the value of 88% with a very practical category and also seen from the practicality test students get a percentage of the value of 90.7% with a very practical category. Based on the data, it can be concluded that the Learning Media understanding Sintak Mobile-based 21st Century Learning Model developed is quite valid and practical.
Kontribusi Motivasi Belajar terhadap Kepuasan Belajar Mahasiswa pada Mata Kuliah Pemrograman Web Irsyadunas, Irsyadunas
Jurnal Riset Fisika Edukasi dan Sains Vol 7, No 2 (2020): Jurnal Riset Fisika Edukasi dan Sains
Publisher : Universitas PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/jrfes.2020.v7i2.4535

Abstract

This research is motivated by the unfulfilled learning satisfaction of ITP Informatics Department students. This type of research is correlational research. The purpose of this study is to find out anything that contributes to learning motivation towards student satisfaction. The study population was 146 people and a sample of 59 students of the ITP Informatics Department. The sampling technique was carried out by using the Non Probability Sampling Design technique, namely the incidental sampling technique. Sampling is taking the sample by chance, that is, by chance, by chance meeting with the researcher can be used as a sample if it happens that the person who happens to be found is suitable as the data source. Meanwhile, the data on learning motivation and learning satisfaction were collected through a questionnaire sent to students using a Likert scale that had been tested for validity and reliability. The results showed that learning motivation contributed significantly to the learning satisfaction of ITP Informatics Study Program students. amounted to 17.47. So it can be denied that Learning Motivation Contributes to ITP Informatics Department Student Learning Satisfaction.Depdikbud. (2003). Undang-undang RI NO.20 Tahun 2003 tentang Sistem Pendidikan Nasional. Jakarta: Lemhanas.Hamzah B. Uno. (2011). Teori Motivasi dan Pengukurannya: Analisis di Bidang            Pendidikan. Jakarta: Bumi aksara. Hamzah B Uno. (2007). Teori Motivasi dan Pengukurannya : Analisis di Bidang Pendidikan, Jakarta: Bumi Aksara.Siagian, Sondang P (2004). Teori motivasi dan aplikasinya. Jakarta: Rineka CiptaSargent, T (1999). The Conquest of American Inflation, Princeton University Press Suharsimi Arikunto. (2002). Prosedur Penelitian. Jakarta : Rineka Cipta.Suharsimi Arikunto. (2010). Prosedur penelitian : Suatu Pendekatan Praktik. (Edisi. Revisi). Jakarta : PT. Rineka Cipta.Slameto. (2010). Belajar dan Faktor-faktor Yang Mempengaruhinya. Jakarta: Rineka Cipta.Sugiyono, (2013). Metode Penelitian Kuantitatif, Kualitatif, dan R&D. Bandung: Alfabeta.
ANDROID-BASED LEARNING MEDIA DEVELOPMENT FOR CHAPTER 2D AND 3D ANIMATION Rahman, Yudi; Irsyadunas, Irsyadunas; Darman, Regina Ade
Jurnal Riset Fisika Edukasi dan Sains Vol 8, No 2 (2021): Jurnal Riset Fisika Edukasi dan Sains
Publisher : Universitas PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/jrfes.2021.v8i2.5297

Abstract

The Students of 2D and 3D Animation subjects class XI Multimedia SMK Negeri 1 Sijunjung have difficulty in understanding learning materials. Absence of learning media that support learners' learning outcomes in 2D and 3D Animation subjects makes it difficult for learners to understand the subject matter. This research aims to develop a valid and practical android-based learning medium on the subjects of 2D and 3D Animation. The research method used Research and Development (R&D) with ADDIE (Analyze-Design-Development-Implement-Evaluate) model. The results of the study are: (1) media validation results obtained with an average of 0.77 with the category "valid" (2) material validation results obtained with an average of 0.85 with the category "valid" (3) the practicality of teachers obtained with a percentage of 89% with the category "very practical" (4) the practical results of learners obtained with a percentage of 94% with the category "very pragmatic. Keywords: Media, Animation,  Android, R&D, ADDIE
Pengembangan E-modul Interaktif Mata Pelajaran Project Kreatif dan Kewirausahaan Kelas XI Program Keahlian Desain Komunikasi Visual Angraini, Novita; Irsyadunas, Irsyadunas; Junaidi, Satrio
Justek : Jurnal Sains dan Teknologi Vol 7, No 3 (2024): September
Publisher : Unversitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/justek.v7i3.26153

Abstract

Abstract:  The aim of this research was to produce an interactive e-module in packaging and product design material at SMK Negeri 1 Guguk class XI Visual Communication Design Skills Program in Creative Project and Entrepreneurship subjects. This research uses the Research and Development method with the development model used in this research being the ADDIE model. The subjects involved in the Creative Project and Entrepreneurship subjects in the 2023/2024 academic year amounted to 29 students and 3 teachers. This research instrument is a validity instrument using a validity questionnaire with 4 validators. The validity assessment includes 3 people as media expert validators and 1 person as material expert validator. Based on the media validity results, validation results were obtained at 84.35% in the "Very Valid" category. Material validity results were obtained at 91.11% in the "Very Valid" category. So it can be concluded that the interactive E-module for creative and entrepreneurship project subjects in terms of validity is "Very Valid". Based on the practicality results, the teacher got a score of 90.27% in the "Very Practical" category and the student's practicality score was 82.31% in the "Very Practical" category.       Abstrak: Tujuan penelitian ini dilakukan untuk menghasilkan E-modul Interaktif dalam materi Desain Kemasan dan Produk di SMK Negeri 1 Guguk kelas XI Program Keahlian Desain Komunikasi Visual pada mata pelajaran Project Kreatif dan Kewirausahaan. Penelitian ini menggunakan metode Research and Development dengan model pengembangan yang digunakan dalam penelitian ini model ADDIE. Subjek terlibat dalam mata pelajaran Project Kreatif dan Kewirausahaan pada tahun ajaran 2023/2024 yang berjumlah 29 orang siswa dan 3 orang guru. Instrumen penelitian ini adalah instrumen validitas menggunakan angket validitas dengan 4 orang validator. Penilaian validitas memuat 3 orang untuk validator ahli media dan 1 orang untuk validator ahli materi. Berdasarkan hasil validitas media didapatkan hasil validasi sebesar 84,35% dengan kategori “Sangat Valid”, Validitas materi didapatkan hasil validasi sebesar 91,11% dengan kategori “Sangat Valid”. Maka dapat disimpulkan E-modul interaktif mata pelajaran project kreatif dan kewirausahaan dilihat dari segi validitas adalah “Sangat Valid”. Berdasarkan hasil praktikalitas guru mendapatkan hasil sebesar 90,27% denghan kategori “Sangat Praktis” dan praktikalitas siswa didapatkan nilai sebesar 82,31% dengan kategori “Sangat Praktis”.
Analisis Penerimaan Guru Terhadap Penggunaan Aplikasi E-Raport Menggunakan Metode Technology Acceptance Model di SMK Negeri 2 Padang Wahyuni, Rada Puspa; Irsyadunas, Irsyadunas; Novita, Rini
Journal of Computer Science and Information System(JCoInS) Vol 5, No 3: JCOINS | 2024
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jcoins.v5i3.6076

Abstract

In the era of globalization as it is today, Information and communication technology is defined as the development of an important element and has a great influence on humans.Computers or gadgets become data processing devices and communication media that are very important in a job. No exception in the world of education that also uses these technological advances in the learning process, such as in schools and colleges. The use of e-report cards in schools still has its own challenges, especially in terms of acceptance and use by teachers. There are still various factors that can affect the acceptance and use of e-report card the application of Information Systems Technology in the field of Education. E-report card is one of the implementation of the application of Information Systems Technology in the field of education that serves in making the results of Student Assessment Reports. E-report cards provide benefits for teachers to process students ' academic and non-academic grades, and assist schools in preparing assessment reports in accordance with existing assessment guidelines. E- report information system is used to process the attitude value, knowledge value, and skill value that teachers put into the final grades of students. The results of observations and interviews that have been conducted with E-report card admin, subject teachers and homeroom teachers of SMK Negeri 2 Padang. Researchers found several facts that the difficulties and problems in using the E-Report Card system. It can be seen that there are teachers who have difficulty using E-report cards because the network is unstable, there are still teachers who do not understand the features of the E-Report Card application so that the difficulty when using it, there are still teachers who have difficulty when using the E-Report Card system, because the time when filling in the value is also limited, if there is a delay the teacher automatically cannot perform the assessment process to the E-Report Card Application System.
Pelatihan Meningkatkan Kualitas Modul Ajar Dengan Aplikasi Canva Pada Kurikulum Merdeka Bagi Guru-Guru SMK IT Al Hidayah Pasaman Barat Novita, Rini; Alfiriani, Adlia; Irsyadunas, Irsyadunas; Nurdin, Bernediv
JURNAL PKM IKA BINA EN PABOLO Vol 4, No 1: PENGABDIAN KEPADA MASYARAKAT | JANUARI 2024
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/ikabinaenpabolo.v4i1.5371

Abstract

Training to Improve the Quality of Teaching Modules with the Canva Application in the Independent Curriculum for Teachers at Al Hidayah IT Vocational School, West Pasaman. This research aims to improve the quality of teaching modules through training on the use of the Canva application in the Merdeka curriculum for teachers at Al Hidayah IT Vocational School, West Pasaman. The Merdeka Curriculum is a learning approach that prioritizes flexibility, creativity and student skill development. In this context, teaching modules become a very important tool to support an effective learning process. The research method used was the implementation of training for Al Hidayah IT Vocational School teachers in West Pasaman regarding the use of the Canva application in creating teaching modules. Training is carried out through interactive sessions, step-by-step guides, and case studies to understand the concept of the application. Teachers are also given the opportunity to try directly creating teaching modules using Canva in a simulative learning environment. It is hoped that the results of this activity will enable the Al Hidayah IT Vocational School teachers in West Pasaman to develop more interesting and informative teaching modules using the Canva application. They can take advantage of Canva's various features, such as attractive template designs, adding graphic elements, and creative text arrangement. This activity was carried out in relation to the demands of higher education through Community Service (PkM) activities. One of the alternative solutions offered by the PkM team is to provide training in creating teaching modules produced through Canva that show increased visual quality and diversity of content, which in turn increases students' interest and understanding of learning material and will be published in online media and service journals.
Pengembangan Media Pembelajaran Berbasis Tiktok Pada Mata Pelajaran Informatika Kelas X TKJ Di SMK Negeri 2 Padang Sagita, Widia; Irsyadunas, Irsyadunas; Alfiriani, Adlia
Jurnal Informatika Vol 11, No 2 (2023): INFORMATIKA
Publisher : Fakultas Sains & Teknologi, Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/informatika.v11i2.4227

Abstract

This learning media development research aims to produce learning media products that are valid and practical so that they are suitable for use in informatics learning class X at SMK Negeri 2 Padang. The method used in this research and development (Research and Development). With the ADDIE development model (Analyze, Design, Development, Implementation, Evaluation). The source of the data in this study was to carry out a feasibility test in the form of validation using a material validation questionnaire carried out by 3 experts namely, 2 class x informatics teachers at SMK Negeri 2 Padang and 1 lecturer from the informatics education study program, 3 media experts namely a lecturer in the informatics education study program. Data analysis was performed using a Likert scale measurement. With 4 answer options (very valid, valid, less valid, invalid). After these measurements, the material validation results were 89%, media expert validation was 91%. From the results of the analysis it can be concluded that the development of TikTok-based learning media is in very valid and practical criteria and can be used in learning activities in class X informatics subjects. TKJ at SMK Negeri 2 Padang.