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Perancangan Sistem Aplikasi Penentuan Jurusan di SMKN 1 Bukittinggi Berdasarkan Hasil Tes Dengan Menggunakan Bahasa Pemograman PHP Al-Ghovari1, Heru Firdan; Efriyanti, Liza; Zakir, Supratman; Okra, Riri
KOLONI Vol. 1 No. 4 (2022): DESEMBER 2022
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/koloni.v1i4.271

Abstract

The development of computer technology today has provided all information quickly and with a high degree of accuracy, so that its use extends to other fields, especially education. The educational process, if equipped with information technology that suits your needs, will provide convenience in the world of education itself. Especially at SMKN 1 Bukittinggi, there are still many students and prospective students who have problems in determining and choosing majors, with minimal provisions, some students are already registered, they just know the major they are taking and other majors, because of this discrepancy, some students want to change majors, drop out of school, and repeat because the major they choose does not match their interests or abilities, this problem will waste their youth time . This is what lies behind the author to design a fee system, majors at SMKN 1 Bukittinggi based on test results using the PHP programming language. Keywords: Treatment Systems, Department, R&D Development Research, PHP.
PERANCANGAN SISTEM ANTRIAN PEMINJAMAN BUKU DI PERPUSTAKAAN SMKN 1 BUKITTINGGI BERBASIS ANDROID Wanti, Elmi; Okra, Riri; Efriyanti, Liza; Musril, Hari Antoni
KOLONI Vol. 1 No. 4 (2022): DESEMBER 2022
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/koloni.v1i4.275

Abstract

Queuing is a common occurrence in everyday life, which involves one or two more people, such as waiting in front of the counter to get a train ticket or cinema ticket, at the toll road gate, at the bank, at the library and other situations. which is often encountered, the situation of queuing is not a new thing that we encounter but has become a very common situation that we can encounter in our daily lives. In the real world we are not used to waiting, so it's no wonder we have the opinion that waiting is a tedious job. Very long queues and too long to get a service turn annoying. The book lending queue system is a system that helps the library processor at SMKN 1 Bukittinggi in overcoming long and irregular student queues. The type of research used is R&D (Research and Development) research using the ADDIE version of the development model which consists of several stages, namely Analyze (analysis), Design (design), Develop (development), Implement (implementation), and Evaluate (evaluate). system development model using the System Development Life Cycle (SDLC) by applying the waterfall model consisting of communication, planning, modeling, construction and deployment. The results of product testing that have been carried out with several lecturers, teachers and students, the average value of the validity test is 0.77 (valid), the average practicality test value is 0.77 (high), and the average value of the effectiveness test is is 0.787 (high). The value obtained proves that the loan queuing system can help and is ready to be used. Keywords: Books, queues, Queuing systems for borrowing books.
PERANCANGAN MEDIA PEMBELAJARAN FIKIH BERBASIS AUGMENTED REALITY DI MTsN 06 AGAM Resnawita, Resnawita; Derta, Sarwo; Efriyanti, Liza; Supriadi, Supriadi
KOLONI Vol. 1 No. 4 (2022): DESEMBER 2022
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/koloni.v1i4.295

Abstract

This study aims to make it easier for teachers to carry out fiqh lessons for class VII at MTsN 06 Agam. The research method used is the development (Research and Development). By using the Luther Sutopo version of the development model which consists of 6 stages, namely Concept, Design, Material Collecting, Assembly, Testing, and Distribution. The product test used in this study is a test of validity, practicality and effectiveness. Based on the results of the research that has been done, it can be concluded that the resulting application can be utilized and feasible. So the learning media on Augmented Reality-based fiqh subjects that the author has designed has been said to be practical and helpful in the teaching and learning process. Keywords: Based Learning, Fiqh, Augmented Reality
Development of Instructional Media Using 'Canva' Based on Animated Videos for the Subject of Biology Fitri, Ainil; Annas, Firdaus; Efriyanti, Liza; Darmawati, Gusnita
Jurnal Educative: Journal of Educational Studies Vol. 8 No. 1 (2023): June 2023
Publisher : Universitas Islam Negeri Sjech M. Djamil Djambek Bukittinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30983/educative.v8i1.6563

Abstract

Instructional media are essential for effectively conveying teaching materials to students. However, if the media used remain traditional and uninteresting, the teacher's delivery of the material may not reach students optimally. At SMAN N 1 Harau, the use of media in biology subjects only involves slides containing explanatory text narratives, leading to students encountering difficulties in comprehending the material quickly. This paper aims to create a valid, practical, and effective design for animated video-based media for biology subjects using Canva at SMA Negeri 1 Harau. The method employed is Research and Development (R&D) in the 4D version, which encompasses defining, designing, developing, and disseminating. The findings of this research were derived from product testing, including a validity test stage conducted by 3 experts, yielding a score of 0.79 in the valid category. Additionally, a practicality test was administered by 6 practitioners, resulting in a score of 0.88 in the very high category. Furthermore, an effectiveness test was conducted with 15 assessors, achieving a score of 0.65 in the effective category. In conclusion, instructional media designed based on animated videos proves to be practical and effective.Media pembelajaran sangatlah diperlukan untuk menyampaikan materi ajar pada peserta didik. Namun jika media yang digunakan masih tradisional dan tidak menarik mengakibatkan materi ajar yang disampaikan guru tidak sampai kepada siswa dengan maksimal. Penggunaan media pada mata pelajaran biologi di SMAN N 1 Harau hanya menggunakan slide yang berisikan narasi penjelasan berupa teks, sehingga siswa mengalami kendala dalam memahami materi dengan cepat. Tujuan dari tulisan ini untuk menghasilkan sebuah rancangan media berbasis video animasi pada mata pelajaran biologi menggunakan Canva di SMA Negeri 1 Harau yang valid, praktis dan efektif . Metode yang digunakan adalah Research and Development (R&D) versi 4D yaitu define, design, develop dan dissiminate. Temuan dari artikel ini didapatkan dari uji produk dengan tahapan uji validitas dari 3 orang ahli dengan nilai 0,79 kategori valid, uji praktikalitas dari 6 orang praktikalator dengan nilai 0,88 kategori sangat tinggi, dan uji efektivitas dari 15 orang penilai dengan nilai 0,65 kategori efektif. Dapat disimpulkan bahwa media pembelajaran yang diracangan berbasis video animasi dapat digunakan dengan valid praktis dan efektif.
PERANCANGAN MEDIA PEMBELAJARAN MENGGUNAKAN ARTICULATE STORYLINE 3 PADA MATA PELAJARAN MATEMATIKA KELAS VII DI SMP NEGERI 3 TILATANG KAMANG MUSLIM, ELSA PUTRI; EFRIYANTI, LIZA; SUPRIADI, SUPRIADI; MUSRIL, HARI ANTONI
Jurnal INSTEK (Informatika Sains dan Teknologi) Vol 7 No 1 (2022): APRIL
Publisher : Department of Informatics Engineering, Faculty of Science and Technology, Universitas Islam Negeri Alauddin, Makassar, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (378.868 KB) | DOI: 10.24252/instek.v7i1.26384

Abstract

Perancangan media pembelajaran bertujuan sebagai sarana peserta didik untuk menambah pemahaman terhadap materi serta dapat mengulang pembelajaran matematika di rumah. Perancangan media pembelajaran pada mata pelajaran matematika ini menggunakan software Articulate Storyline 3. Penelitian ini merupakan Research and Development yang terdiri dari 5 langkah (ADDIE) yakni analyze, design, development, implementation, dan evaluate. Hasil uji produk menunjukkan bahwa (1) uji validitas tergolong valid dengan nilai 0,89; (2) uji praktikalitas tergolong sangat praktis dengan nilai 0,87; (3) hasil uji efektifitas tergolong sangat efektif dengan nilai 0,83. Berdasarkan uji produk, maka media pembelajaran dinilai layak serta dapat dimanfaatkan pada mata pelajaran matematika. Kata kunci: Articulate Storyline 3, matematika, media pembelajaran, perancangan.
Pengaruh Model Project Based Learning Terhadap Hasil Belajar Siswa pada Mata Pelajaran Simulasi dan Komunikasi Digital Mahesa Putra, Adha; Efriyanti, Liza
Journal of Educational Management and Strategy Vol. 2 No. 2 (2023): July-December 2023
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/jemast.v2i2.80

Abstract

One of the causes of low student learning outcomes is that teachers only use the lecture method in the learning process, which tends to make learning monotonous and some students appear passive during learning so that there is no interest or motivation to learn. The aim of this research is to measure the influence of Project Based Learning on student learning outcomes in SISKOMDIG subjects. The type of research used is to look at experiments when a treatment or treatment is used to determine the effect of a particular treatment on other treatments in the conditions contained. The population used was students of class X at SMK Gema Nusantara Bukittinggi, with class X pharmacy 3 as the experimental class and class The hypothesis of this research is that student learning outcomes in simulation and digital communication lessons using PjBL learning are superior to students who do not use PjBL learning. The experimental study used is a preliminary approach because it contains a small number of several experimental features. The findings from this research are that the use of the PjBL learning model has a significant influence on student learning outcomes, because from the t-test it can be seen that tcount > ttable (3.34 > 1.68) at a significance level of 0.05. The learning outcomes of experimental class students who used the PjBL learning model were an average of 78.62 higher than the learning outcomes of control class students who applied conventional learning with an average of 68.66. Abstrak Salah satu penyebab rendahnya hasil belajar siswa adalah guru hanya menggunakan metode ceramah dalam proses pembelajarannya, yang cenderung membuat pembelajaran menjadi monoton dan sebagian siswa tampak pasif selama pembelajaran sehingga belum adanya minat atau motivasi belajar terbangun. Tujuan penelitian dengan ini adalah untuk mengukur pengaruh Project Based Learning terhadap hasil belajar siswa pada mata pelajaran SISKOMDIG. Jenis penelitian yang digunakan adalah dengan melihat eksperimen ketika suatu perlakuan atau perlakuan digunakan untuk mengetahui pengaruh suatu perlakuan tertentu terhadap perlakuan lain dalam kondisi yang terkendali. Populasi yang digunakan adalah siswa kelas X SMK Gema Nusantara Bukittinggi, dengan kelas X farmasi 3 sebagai kelas eksperimen dan kelas X keperawatan 3 sebagai kelas control. Hipotesis penelitian ini adalah hasil belajar siswa pada pelajaran simulasi dan komunikasi digital dengan menggunakan pembelajaran PjBL lebih unggul dari pada siswa yang tidak menggunakan pembelajaran PjBL. Studi eksperimental yang digunakan adalah pendekatan pendahuluan karena mengandung sejumlah kecil beberapa fitur eksperimental. Temuan dari penelitian ini bahwa Penggunaan model pembelajaran PjBL memberikan pengaruh yang signifikan terhadap hasil belajar siswa, karena dari pengujian t-tes di dapat thitung > ttabel (3,34 > 1,68) pada taraf signifikan 0,05. Hasil belajar siswa kelas eksperimen yang menggunakan model pembelajaran PjBL yaitu rata-rata 78,62 lebih tinggi dari hasil belajar siswa kelas kontrol yang menerapkan pembelajaran konvensional rata-rata 68,66.
PERANCANGAN MEDIA PEMBELAJARAN TEKNOLOGI INFORMASI DAN KOMUNIKASI MENGGUNAKAN NEARPOD PADA KELAS IX DI SMPN 2 BUKIT TINGGI Rasiman Padang; Efriyanti, Liza; Zakir, Supratman; Okra, Riri
Jurnal Informatika Medis Vol. 2 No. 1 (2024): Jurnal Informatika Medis (J-INFORMED)
Publisher : Program Studi Informatika Medis Universitas Muhammadiyah Muara Bungo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/im.v2i1.2058

Abstract

Unavailability of supporting teaching materials for students based on learning media applications limited to the knowledge contained in textbooks. Limited sharing of learning material files and assignments when the teacher is unable to attend results in students not being able to study independently. There is no update in the learning media, information communication technology in the learning process, it is not updated. This research aims to develop and produce communication information technology learning media using nearpod in class IX at SMP Negeri 2 Bukittinggi that is valid, practical and effective. This research method is Research and Development with four 4D stages. The results show that the learning media for information and communication technology uses nearpod in class IX at SMP Negeri 2 Bukittinggi; validity test from 4 experts in the field showed a value of 0.86 in the valid category; practicality test from 2 experts showed a value of 0.85 in the very practical category; The effectiveness test of 19 students in information communication technology learning showed a value of 0.91 in the high effectiveness category so that information communication technology learning media products were considered appropriate and could be used in information communication technology learning.
Pengembangan Media Interaktif Wordwall untuk Pembelajaran TIK Kelas VII di Pondok Pesantren Darul Makmur Saleh Pulungan, Rahman; Zakir, Supratman; supriadi, supriadi; Efriyanti, Liza
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 4 No. 1 (2025): 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.v4i1.1332

Abstract

This study aims to develop and implement an interactive learning resource using the Wordwall application for Information and Communication Technology (ICT) instruction among Grade VII students at Pondok Pesantren Darul Makmur Sungai Cubadak. The development of this media is motivated by the need to create a more active learning environment that enhances student motivation and understanding of the subject matter. The research employs a Research and Development (R&D) approach using the ADDIE development model, which consists of five stages: Analyze, Design, Development, Implementation, and Evaluation. This model was selected to enable the systematic and needs-based development of instructional materials. The traditional pesantren curriculum, which relies heavily on lecture-based methods, is considered insufficient to foster active participation and deep comprehension among students. Through the structured ADDIE process, instructional materials were developed starting from needs analysis to classroom implementation and effectiveness evaluation. The findings indicate that the use of Wordwall-based learning media increased student interest in learning by 35% and improved content comprehension by 40%. Moreover, students experienced a more engaging and dynamic learning environment through the use of interactive digital media. These findings contribute to pedagogical innovation in pesantren education by introducing a technology-enhanced, interactive approach. The developed model also holds potential for broader application, particularly in enhancing participatory and enjoyable ICT learning across various faith-based educational settings. Abstrak Penelitian ini bertujuan untuk mengembangkan dan mengimplementasikan sumber belajar interaktif berbasis aplikasi Wordwall dalam pembelajaran Teknologi Informasi dan Komunikasi (TIK) bagi siswa kelas VII di Pondok Pesantren Darul Makmur Sungai Cubadak. Pengembangan media ini didorong oleh kebutuhan akan pembelajaran yang lebih aktif, guna meningkatkan motivasi dan pemahaman siswa terhadap materi pelajaran. Penelitian menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE (Analyze, Design, Development, Implementation, and Evaluation). Model ini dipilih untuk memungkinkan penyusunan materi secara sistematis dan berbasis kebutuhan riil di lapangan. Kurikulum pesantren yang selama ini masih didominasi oleh metode ceramah dipandang kurang mendukung partisipasi aktif dan pemahaman mendalam siswa terhadap materi. Melalui model ADDIE, pengembangan dilakukan secara terstruktur, mulai dari analisis kebutuhan, perancangan dan pengembangan media, implementasi di kelas, hingga evaluasi efektivitasnya. Hasil penelitian menunjukkan bahwa penggunaan media pembelajaran berbasis Wordwall mampu meningkatkan minat belajar siswa sebesar 35% dan pemahaman materi hingga 40%. Selain itu, siswa merasakan pengalaman belajar yang lebih menarik dan dinamis berkat penggunaan media digital interaktif. Temuan ini memberikan kontribusi terhadap inovasi pembelajaran di lingkungan pesantren dengan menghadirkan pendekatan yang sesuai dengan perkembangan teknologi pendidikan. Hasil pengembangan ini juga berpotensi untuk diadopsi secara lebih luas, khususnya dalam pengembangan metode pembelajaran TIK yang partisipatif dan menyenangkan di satuan pendidikan berbasis keagamaan
Development of Learning Media Using Canva in Class XI Science at MAN 2 Bukittinggi Nabilah*, Bunga; Supriadi, Supriadi; Zakir, Supratman; Efriyanti, Liza
JIM: Jurnal Ilmiah Mahasiswa Pendidikan Sejarah Vol 9, No 1 (2024): Februari, Educational Studies, History of Education and Social Science
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jimps.v9i1.29601

Abstract

Media is a very important element in learning. The use of teaching materials in learning is increasing along with technological developments, such as applications and software that allow teachers to create attractive classrooms and increase student interest in learning. The application chosen to be used to create interesting and simple learning materials is Canva. These applications meet various needs in the fields of graphics, business, advertising, technology, management, and education. In subjects such as biology where there are lots of pictures and explanations about human organs, the use of interesting learning media is very important. Therefore, the purpose of this research is to create biology learning media using Canva for class XI IPA students at MAN 2 Bukittinggi. This study uses the research and development (RnD) method with the Luther-Sutopo development model. The results showed that the average test value for the validity of the biology learning environment developed using Canva for class XI IPA MAN 2 Bukittinggi was 0.82 which indicated that this media was very valid. In addition, this media was found to be very practical with an average practicality test value of 0.90, and efficient with an average efficiency test value of 0.90. Based on the results of testing these educational media products, it can be concluded that the use of Canva can help the learning process and is beneficial for teachers and students.
PERANCANGAN APLIKASI MOBILE LEARNING PADA MATA PELAJARAN BIOLOGI KELAS X DI SMAN 1 RAO UTARA Elfia, Nur Elfia; Zakir, Supratman; i, Supriadi; Efriyanti, Liza
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

Abstract

This examine objectives to create a generation-based totally learning medium inside the form of a cellular studying software for Biology subjects in Grade X at SMAN 1 Rao Utara. A common trouble faced in Biology getting to know is the confined availability of interactive educational media that students can get right of entry to whenever and anywhere. The studies technique employed is studies and development (R&D) using the ADDIE development model, which includes 5 degrees: evaluation, design, improvement, Implementation, and assessment. The utility became advanced using web programming languages and capabilities essential additives together with studying materials, instructional films, and assessment quizzes. The results from the testing section imply that the advanced mobile getting to know software received fine comments from concern matter experts, media experts, and students as end users. consequently, this application is expected to contribute to improving students' motivation and information of Biology subjects.
Co-Authors AA Sudharmawan, AA Adytia Rahmadan, Lutvi Afrelia, Yutika Al-Ghovari1, Heru Firdan Alfandi, M. Raihan Alina‎, Fitriatil Anggari, Fudya Rizky Anggraini, Sari Annas, Firdaus Annisa, Sherly Ansara, Ahmad Dori Pelita Arianda, Fried Arifmiboy, Arifmiboy Aulia, Ulvi Azani, Hikmatul Aziz, Khairul azlina, Frizka dwi Benfani, Ropi Darmawati, Gusnita Darul Ilmi Devi, Indra Dewi, Sinta Maria Dhani, Rahma Dita Amelia, Dita Efprianti, Nera Elfia, Nur Elfia Eriani, Gita Fahrozianto, Fahrozianto Febryanto, Febryanto Fitri, Ainil Fradila, Anggi Gultom, Selly Hajjah, Nurul Handayani, Sasa Hargiani, Fransisca Xaveria Hari Antoni Musril Hasibuan, Hotra Anggina Hasni, Dwi Meutia i, Supriadi Insani, Chindy Rahmatul Isman, Azihi Jasmienti Jasmienti, Jasmienti Jevri, Jevri Johni, Musthari Annisa Khairuddin - Khalifah, Nur Khoirullah, Khoirullah Khomarudin, Agus Nur Lestari Borotan, Nella Luthfi, Rahmat M.Imamuddin, M.Imamuddin Maharani, Devina Mahesa Putra, Adha Maisaroh, Suha Mardanila, Widya Mathulhusna, Lina Mega Mulyanti Megawati - Melvita, Reza Muhammad Faishal Muhammad Furqan, Muhammad Muhammad Luthfi Mulya Sari, Rini MUSLIM, ELSA PUTRI Musril , Hari Antoni Nabila, Putri Nabilah*, Bunga Nofri Yanti, Salma NUR RAHAYU, NUR Nurhalizah Nst, Ely Oktomaini, Tila Pangaribuan, Fitriani Paramita, Dela Primadona, Icha Priyono, Arif Rahman Putri, Nurul Atika Dwi Putri, Paramitha Diana Putri, Rizka Qalby, Annur Rafika Sani Rahayu ‎, Emilia Gusti Rahma Safitri, Fidiyah Rahmadhani, Sutrisza Rahmatul Insani, Chindy Rahmi, Hayattul Rahmi, Miftahur Rasiman Padang Resa Ayu, Riska Resnawita, Resnawita Riri Okra Rizki lubis, Alya Romy Aulia Rosia, Ilham S Oktavia, Dinda Safitri, Redha Okta Saleh Pulungan, Rahman Salshavira, Najwabilla Sarwo Derta Silitonga, Sahnia Uli Silmi, Rifka Sinaga, Fawzan Akbar Siti Rohani Sitompul, Sonia Widya Ulfa Sitompul Supriadi Supriadi , Supriadi Supriadi Supriadi Syafitri, Aisyah Syahri, Anitia Syukra, Annisa Jannatul Tasnim Rahmat, Tasnim Thomas Gunawan, Thomas Ulandari, Intan Tri Valentina, Felia Vernanda, Lousia Vikri, Muhammad Walidaini Surbakti, Rida Wanti, Elmi Wati , Irma Wedra Aprison Wulandari, Dinda Yanti, Rahma Yolanda, Novia Yuriza , Devi Zakir, Supratman Zeki Alex Sandra, Zeki Zulfani Sesmiarni