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All Journal Jurnal Pendidikan Teknologi dan Kejuruan Jurnal Media Infotama JURNAL INSTEK (Informatika Sains dan Teknologi) ILKOM Jurnal Ilmiah JURNAL PETIK PeTeKa JURNAL PENDIDIKAN TAMBUSAI Nizham Journal of Islamic Studies Jurnal Review Pendidikan dan Pengajaran (JRPP) Jurnal Pendidikan dan Konseling JATI (Jurnal Mahasiswa Teknik Informatika) Jurnal FASILKOM (teknologi inFormASi dan ILmu KOMputer) Jurnal Sosial dan Teknologi Jurnal SAINTIKOM (Jurnal Sains Manajemen Informatika dan Komputer) Continuous Education : Journal of Science and Research Education Achievement: Journal of Science and Research Journal of Education Research Journal Of Human And Education (JAHE) Procedia of Social Sciences and Humanities At-tahsin: Jurnal Manajemen Pendidikan Jurnal Educative: Journal of Educational Studies Knowbase : International Journal of Knowledge in Database MASALIQ: Jurnal Pendidikan dan Sains ANTHOR: Education and Learning Journal Indonesian Research Journal on Education Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Intellect : Indonesian Journal of Learning and Technological Innovation Journal of Educational Management and Strategy JIM: Jurnal Ilmiah Mahasiswa Pendidikan Sejarah Journal of Information System and Education Development Fokus Abdimas Ahlussunnah: Journal of Islamic Education Jurnal Solusi Masyarakat (JSM) Journal of Visionary Sharia Economy (JOVISHE) Jurnal Cendekia Ilmiah Jurnal Informatika Medis (J-INFORMED) ANTHOR: Education and Learning Journal
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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.
Pengaruh Kompetensi Profesional Guru Terhadap Minat Belajar Siswapada Mata Pelajaran TIKdi MTSN2 Tapanuli Tengah Sitompul, Sonia Widya Ulfa Sitompul; Efriyanti, Liza; Okra, Riri; Aprison, Wedra
Indonesian Research Journal on Education Vol. 3 No. 1 (2023): irje 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (459.683 KB) | DOI: 10.31004/irje.v3i1.38

Abstract

The purpose of the studywas to determine whether or not there was an influence of teacher professional competence on student interest in learning at MTsN 2 Tapanuli Tengah. The background of the research is that teachers who teach ICT are not original teachers in the field of ICT, teachers do not maximize the use of technology and when explaining the teacher only explain the important points that make students not really listen so that when there is a practical assignment, students are confused and finally students ask for help from a smart friend. The type of research used is quantitative correlation. The population is all class VII while the sample is taken using purposive sampling technique. So the sample is 30 students where 15 students are class VII A and 15 class VII B. Theinstrument used is a questionnaire and has been tested for validity and reliability. The test results of the two variables are the validity test of rcount>rtable which means valid and the reliability test of variable X is 0.924> 0.70 and Variable Y is 0.902>0.070 which means reliable. The results of the study where the hypothesis H1 was accepted and H0 was rejected with a sig (2-tailed) value of 0.000>0.005, person correlation 0.837 < 0.361, and r-square 0.700. This means that the professional competence of teachers has a positive influence on students' interest in learning by 70%. Although not a real ICT teacher, as long as the teacher tries to teach as professionally as possible, students' interest in learning will increase. So the teacher should add interesting media that can be taken home so that students can study anywhere and anytime.
Perancangan Media Pembelajaran Berbasis Augmented Reality dengan Metode Marker Based Tracking pada Mata Pelajaran Perakitan Komputer Rahayu ‎, Emilia Gusti; Efriyanti, Liza
Indonesian Research Journal on Education Vol. 3 No. 1 (2023): irje 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (831.793 KB) | DOI: 10.31004/irje.v3i1.70

Abstract

 This research is motivated because learning is still important for teachers. Teachers have not usedaugmented reality-based learning media, especially smartphones, teachers still use powerpoint in learning, besides that students also have not been able to take full advantage of smartphone technology in the field of education. So the formulation of the problem in this research is how to design learning media based on augmented reality in the subject of Computer Assembly class X at SMKN 2 Guguak. And the purpose of this research is to design learning media based on Augmented Reality on the subjectof Computer Assembly Class X SMKN 2 Guguak. The method used in this research is R&D with theLuther-Sutopo version of the Multimedia Development Life Cycle (MDLC), which consists of six stages, namely concept (conception), design (design), material collector (material collection). , assembly (manufacturing), testing (testing) and distribution (distribution). There are product tests carried out in this study, namely validity tests given to field experts or field experts, practicality tests carried out by computer assembly subject teachers and students and effectiveness tests given to two learning teachers and five students. students of SMKN 2 Guguak Class X.‎ Based on the product test results that the authors have tested for validity, the average value is 0.93 which is declared valid, and for the practicality test the average value is 0.97 which is declared practical and for effectiveness. test to get an average value of 0.83 which is declared effective.
Pengaruh Pemanfaatan Edmodo Terhadap Hasil Belajar pada Mata Pelajaran Biologi di SMAN 1 Lareh Sago Halaban Oktomaini, Tila; Supriadi, Supriadi; Zakir, Supratman; Efriyanti, Liza
Indonesian Research Journal on Education Vol. 3 No. 1 (2023): irje 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (344.284 KB) | DOI: 10.31004/irje.v3i1.131

Abstract

This research was motivated by the development of the Covid-19 virus (Corona Virus) or better known as the Corona virus in 2020. Therefore, educators try to use Edmodo as an alternative to the learning media used and to see if the use of Edmodo is working properly, it can be seen from the learning outcomes of students. The useof Edmodo can help students carry out learning well, where the application of Edmodo is easy to use, and helps students understand the teaching materials provided by educators, where the use of Edmodo will be integrated with 21st century abilities (critical thinking skills, creative thinking, communication and collaboration). The type of research used is quantitative with a correlation approach. The population of this study were all students of class X in the science department at SMAN 1 Lareh Sago Halaban. The sample was taken using a 25% proportional stratified random sampling, so the sample in this study was 33 students with the sample selected using the lottery technique, with data collection using a Likert scale questionnaire, for the analysis of thequestionnaire instrument using the Validity and Reliability Test, while the analysis prerequisite test used the normality test. data and linearity test, while for hypothesis testing using simple linear regression analysis test, and Product Moment which requires the hypothesis to be accepted if r count is greater than r table. The results of this study indicate that the results of the calculation of r = 0.865 are in a strong scale. Then the results ofhypothesis testing show that there is an effect of using Edmodo on learning outcomes with a value of r count > r table or r count 0.865 > of 0.344 then H1 is accepted.
Rancang Aplikasi Monitoring Ibadah Siswa Berbasis Web di SMA Negeri 1 V Koto Kampuang Dalam Amelia, Dita; Supriadi, Supriadi; Musril, Hari Antoni; Efriyanti, Liza
Indonesian Research Journal on Education Vol. 3 No. 1 (2023): irje 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (732.075 KB) | DOI: 10.31004/irje.v3i1.147

Abstract

This research is based on several problems, namely in the process of monitoring worship in schools, teachers monitor students once a week which is inefficient. Another problem is the worship and student monitoring reports can be lost because they are only summarized on paper. Not infrequently students are less honest when filling out their worship records because worship reports are not made routinely by the teacher. This is what motivates the author to design a web-based daily worship monitoring application.For students this application is designed with the hope of helping and making it easier for teachers and students to monitor the daily worship that has taken place. The research method used by the author is a research and development method. This method is a research method used to develop or validate products for use in education and learning. The research model used is the ADDIE model which is the Waterfall version of the development model, namely design, develop, implement, evaluate and SDLC. Monitoring of student worship, which is one of the activities in schools designed to monitor the performance of students' daily worship. This application is designed by the author using the PHP MySQLprogramming language. In this study, the authors conducted a trial for the product, namely using the effectiveness test, practicality test and effectiveness test. The research conducted by the author resulted in a web-based student worship monitoring application at SMA Negeri 1 V Koto Kampung Dalam. This app is available for students and teachers. From the product validity test the results are proven valid, the validity test is carried out by 3 experts who have expertise in the fields of computing and education. In addition, the teacher's practicality test resulted in a very practical score. Students are then tested foreffectiveness only to get Effective results.
Perancangan Sistem Informasi Pengawasan Siswa Berbasis Android di SMKN 1 Ampek Angkek Afrelia, Yutika; Okra, Riri; Efriyanti, Liza; Musril, Hari Antoni
Indonesian Research Journal on Education Vol. 3 No. 1 (2023): irje 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (510.944 KB) | DOI: 10.31004/irje.v3i1.152

Abstract

Supervision of students still uses the manual method, where students and teachers still use paper to record violations, achievements, and absenteeism. Designing an Android-Based Student Supervision Information System at SMKN 1 Ampek Angkek that is practical, effective, and efficient. The method used in this research is Research and Development or better known as (R&D), which is a method used to produce a system, with the system development model using the System Development Life Cycle (SDLC).The model used in this SDLC is the waterfall, namely Communication, Planning, Modeling, Construction, and Development. The product test used is the Validity Test, Effectiveness Test, and Practical Test. The system that has been designed has been tested and has been declared valid, effective, and practical in its use. Based on the results of the research that the researchers did, the researchers succeeded in making an android-based student supervision information system product at SMKN 1 Ampek Angkek. The results ofthe product test that the author did obtain a validity test from 3 experts obtained a value of 0.80 with a valid category, a practicality test from 4 practitioners obtained a value of 0.93 with a very high category, and the effectiveness test of 4 assessors obtained a value of 89% with effective category.
Pengaruh Pembelajaran Berbasis Proyek Terhadap Hasil Belajar Logika Algoritma di IAIN Bukittinggi Mathulhusna, Lina; Efriyanti, Liza; Supriadi, Supriadi; Okra, Riri
Indonesian Research Journal on Education Vol. 2 No. 3 (2022): irje 2022
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (285.551 KB) | DOI: 10.31004/irje.v2i3.163

Abstract

This research is based on the results of the researchers' initial research in the Logic and Algorithm course in Informatics and Computer Engineering Education Study Program where the researchers found the following problems using conventional learning models such as Jigsaw Learning, Small Discussion and Student ActiveLearning which caused not all students to be able to understand Learning Logic and Algorithm. In addition, there were also problems from the lecturers who support Logic and Algorithm courses which stated that there was a lack of facilities in teaching and learning activities, especially in online learning situations, while inthis course they were required to form students' mindsets related to learning Logic and Algorithms. The type of research used by the author is quantitative research with the Quasi Experiment method. The research design used was the Pretest-Posttest Control Group Design. The sample of this research is PTIK students insemester 1 of class A class of 2021. The data collection technique is by using tests in the form of Pretest and Posttest. The data analysis technique used is the analysis prerequisite test which consists of normality test and homogeneity test as well as hypothesis testing. Based on the results of the research that has been carriedout, it is found that there is an effect of project-based learning models on student learning outcomes in the Logic and Algorithm course at the Informatics and Computer Engineering Education Study Program (PTIK) IAIN Bukittinggi, it can be seen from the results of the posttest of both classes. From the test results, it can be seen that the average difference in student learning outcomes in the experimental class and the control class is illustrated. By applying the project-based learning model, the students in the experimental class got a higher average score than the students who did not use the project-based learning model in the control class.
Perancangan Media Pembelajaran Menggunakan Microsoft Powerpoint dengan Add on Ispring pada Mata Pelajaran Sosiologi di SMAN 01 Kapur IX Handayani, Sasa; Efriyanti, Liza
Indonesian Research Journal on Education Vol. 3 No. 1 (2023): irje 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (664.501 KB) | DOI: 10.31004/irje.v3i1.167

Abstract

The purpose of this research is to design the design of Learning Media Using Microsoft Powerpoint with Add on Ispring on Sociology Subjects at Sma N 01 District Kapur IX. The results of observations and interviews that the author conducted on August 28, 2021 to a teacher of sociology subjects at SMAN 01 Kec, Kapur IX, namely Riziz Iskandar S.Pd. He said that many students experienced boredom when learning was taking place in class, this was evident from the way the students were not serious whenlistening to the material he delivered, and many students also did things, such as talking/whispering. with friends beside them . Based on this, the solution given is that is, by designing a learning media. Learning Media Design Research Using Microsoft Powerpoint With Add on Ispring In Sociology Subjects at SMAN 01 Kapur Ix District using research and development (R&D) methods. The system development model uses Luther Sutopo's Multimedia Development Life Cycle development model which consists of 6 stages: Concept, Design, Material Collection, Assembly, Testing, and Distribution. The product tests used in thisstudy are validity tests, practicality tests, and effectiveness tests.‎The results of the product test that the author conducted obtained a validity test from 4 experts with a value of 0.85 with a very valid category, a practicality test from 5 practitioners obtained a value of 0.97 with a very high category, and a test of effectiveness from teachers with a value of 0.85 and from 5 students with a value of 0.86 with the category very effective‎.
Perancangan Aplikasi Evaluasi Pembelajaran Siswa Berbasis Web Menggunakan Framework Codeigniter pada Mata Pelajaran Bahasa Inggris Kelas X di SMKN 1 Gunung Talang Kab Solok Luthfi, Rahmat; Supriadi, Supriadi; Efriyanti, Liza; Musril, Hari Antoni
Indonesian Research Journal on Education Vol. 2 No. 3 (2022): irje 2022
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (809.032 KB) | DOI: 10.31004/irje.v2i3.196

Abstract

This research is motivated by the implementation of the evaluation of learning in English subjects at SMK N 1 Gunung Talang Kab Solok conventionally using paper that is less efficient so that such an evaluation of learning takes a long time and has implications for being ineffective. The research method used is the Research and Development (R&D) research method, which is a method used to produce a system, the R&D model used is the 4D version, namely, define, design, develop, and disseminate, with the system development model using the System Development Life Cycle (SDLC) by applying the waterfall model consisting of Communication, Planning, Modeling, Construction, and Deployment. The product test used in this study is a validity test by experts, namely program experts, evaluation experts, linguists, practicality tests by English subject teachers and effectiveness tests by students. The results of the author's research are in the form of student learning evaluation applications that can be used by teachers in carrying out student learning evaluations. Based on the results of the research that the researchers did, the researchers succeeded in making a web-based student learning evaluation application product for class X English subjects at SMK N 1 Gunung Talang, SolokRegency. The results of the validity tests conducted by the validators of each field show that this product is valid with a value of 0.78. The results of the practicality test conducted by the English teacher at SMK N 1 Gunung Talang showed that this product was declared practical with a value of 0.66. And the results of the effectiveness test conducted with class X students showed this product was very effective with a value of 0.81.
Co-Authors AA Sudharmawan, AA Adytia Rahmadan, Lutvi Afrelia, Yutika Agus, Rici Vidiano Puperta Akbar, M. Fahri Alina‎, Fitriatil Anggari, Fudya Rizky Anggraini, Sari Annas, Firdaus Annisa, Sherly Ansara, Ahmad Dori Pelita Arianda, Fried Arifmiboy, Arifmiboy As'ad, Ihwana Aulia, Ulvi Azani, Hikmatul Aziz, Khairul azlina, Frizka dwi Benfani, Ropi Darmawati, Gusnita Darul Ilmi Devi, Indra Dewi, Sinta Maria Dita Amelia, Dita Efprianti, Nera Elfia, Nur Elfia Eriani, Gita Fahrozianto, Fahrozianto Febryanto, Febryanto Firdaus Annas Fitri, Ainil Friyadi, Rio Gultom, Selly Hajjah, Nurul Hamidah, Rizka Hanazahra, Alifa Handayani, Sasa Hargiani, Fransisca Xaveria Hari Antoni Musril Hasibuan, Hotra Anggina Hasni, Dwi Meutia i, Supriadi Indra, Yossefli 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 Maharani, Devina Mahesa Putra, Adha 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, Ratna Julia Putri, Rizka Qalby, Annur Rafika Sani Rahayu ‎, Emilia Gusti Rahma Safitri, Fidiyah Rahmadani, Dina Rahmadhani, Sutrisza Rahmatul Insani, Chindy Rahmi, Hayattul Ramadhan, Randa Rasiman Padang Ratna Sari Resa Ayu, Riska Riri Okra Rizki lubis, Alya Romy Aulia S Oktavia, Dinda Saleh Pulungan, Rahman Sarwo Derta Satria, Elmeki Silitonga, Sahnia Uli Silmi, Rifka 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 Wati , Irma Wedra Aprison Wulandari, Dinda Yanova, Ekrita Yanti, Rahma Yolanda, Novia Yuriza , Devi Zahari, Adri Maulana Zakir, Supratman Zeki Alex Sandra, Zeki Zulfani Sesmiarni