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Journal : Informatika

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.
Efektivitas Media Pembelajaran Berbasis Tiktok Pada Mata Pelajaran Informatika Kelas X TKJ Wahyuni, Rahmi; 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.v11i2.4228

Abstract

The rapid development of technology at this time, educators are expected to be able to create interesting and innovative learning media for students. So that it has an impact on student learning outcomes later. One of the learning media that can be utilized is the TikTok application. The TikTok application is an application in the form of short videos that are packaged properly. And the majority of users are millennials and school children. The purpose of this study was to determine the effectiveness of TikTok-based learning media used in informatics class X TKJ at SMK Negeri 2 Padang. The method used is an experiment. By using One Group Pretest-Posttest Design. The sample is determined by simple random sampling technique. For data analysis techniques using the analysis prerequisite test, namely the normality test, hypothesis testing using the paired sample test with a result of 0.000, and the N-Gain test. Based on the results of the N-Gain test in the experimental class, it was obtained at 63,765 or 63.7%. In the interpretation of the N-Gain percentage category if 56-75% is said to be quite effective. So the N-Gain score of 63.7% is said to be quite effective. So that the effectiveness of TikTok-based learning media in class X TKJ informatics subjects at SMK Negeri 2 Padang is quite effective.
Pengembangan Media Pembelajaran Berbasis Android Pada Mata Pelajaran Administrasi Sistem Jaringan Di SMKN 7 Sijunjung Anjelina, Fira; Mary, Thomson; Irsyadunas, Irsyadunas
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.v11i2.4229

Abstract

This “study aims to determine the validity level of valid android-based learning media and to determine the practicality level of practical android-based learning media.  This study uses the Research and Development” “(R&D) method with the development model used, namely the ADDIE development model. The research subjects amounted to 15 people. Data collection techniques using a questionnaire with a Likert scale.The results of this study show that the average value of the media expert validity test is 0.80 and the material validity test is 1.04 with the valid category. The teacher's response practicality test showed a value of 97.77% and for the student's response practicality test showed a value of 94.11% with a very practical category. Conclusions based on assessments and input from material experts and media experts as well as the results of trials in the field of Android-based learning media have been tested for feasibility and can be used” as.
Pengembangan Media Pembelajaran Berbasis Multimedia Interaktif Pada Mata Pelajaran Informatika Kelas X di SMK Negeri 1 Solok Selatan Mutiara, Devita; Irsyadunas, Irsyadunas; Junaidi, Satrio
Jurnal Informatika Vol 11, No 3 (2023): INFORMATIKA
Publisher : Fakultas Sains & Teknologi, Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/informatika.v11i3.4931

Abstract

The obstacle encountered in the subject of informatics, specifically in the topic of operating systems, is the lack of interactive learning media that support students' learning outcomes. As a result, students find it challenging to grasp the material during their studies. This research aims to develop a valid and practical multimedia-based interactive learning media. The research employs the Research and Development (R&D) method with the MDLC (Multimedia Development Life Cycle) development model. The study involves a sample of 29 students as subjects. Data collection is conducted through a Likert-scale questionnaire. The data analysis technique for the development of multimedia-based interactive learning media using Adobe Animate CC is quantitative data analysis. The findings of the research reveal that the average validity score from the validation conducted by media experts is 0.82 with a valid category. Similarly, the validity score from the validation by subject matter experts is 0.89 with a valid category. In the practicality test, the feedback from teachers yielded a result of 94.09% with a highly practical category, and the feedback from students resulted in a score of 85.10% with a highly practical category. Based on the assessment and input from media and subject matter experts, as well as the results of field trials, it can be concluded that this multimedia-based interactive learning media has undergone a thorough feasibility test and is suitable for use as an informatics teaching tool.