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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

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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

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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

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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

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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.
Rancangan Media Pembelajaran Biologi Kelas XI Berbasis Augmented Reality di MAN 2 Agam Annisa, Sherly; Efriyanti, Liza; Zakir, Supratman; Supriadi, Supriadi
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 (415.922 KB) | DOI: 10.31004/irje.v2i3.198

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This research was conducted from the problems found after observations at MAN 2 Agam found the problem that students and teachers only rely on manual learning and still use printed books without using learning media. So that teachers only use simple tools in teaching and learning activities that make students bored and less interested in repeating the material that has been explained about the "human motion system". Therefore, the authors design Augmented Reality-based learning media in order to increase student interest in learning, while the purpose of this is to produce a valid, practical and effective Augmented Reality-based learning support media design. The method used in this study is the Research and Development (R&D) method using the Luther-Sutopo version of the MultimediaDevelopment Life Cycle (MDLC), which consists of six stages, namely concept (conception), design (design), material collection (material collection), assembly (manufacture), testing (testing) and distribution (distribution). And there are three product tests carried out in this study, namely the validity test given to lecturers of field experts or experts in the field of study, practicality tests carried out by biology subject study teachers and effectiveness tests given to students at MAN 2 Agam class XI. Based on the results of the product test that has been carried out by the author of the validity test, the average value is 0.94 which is declared valid, and for practicality obtained the average value is 0.76 which is declared practical and for the effectiveness test, the average value is - the average is 0.97 which is declared effective.
Perancangan Media Pembelajaran pada Mata Kuliah Jaringan Nirkabel di Prodi PTIK IAIN Bukittinggi Berbasis Augmented Reality Vikri, Muhammad; Efriyanti, Liza; Supriadi, Supriadi; Okra, Riri
Indonesian Research Journal on Education Vol. 3 No. 2 (2023): irje 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/irje.v3i2.203

Abstract

This research was carried out from the problems that have been observed by the authors at IAINBukittinggi which were found, where students were constrained in understanding the material because the wireless network material requires a lot of tools and materials so that it requires a lot of money, and the tools available in the laboratory are still lacking and there are tools that are needed. damaged where this has an impact on the understanding of the material that is still lacking in students about wireless networks. Therefore, the authors design learning media based on augmented reality with the aim of beinga medium that can support learning in order to help improve student understanding, and attract student interest in learning. The purpose of this research is to produce a design for supporting learning media for wireless networks based on augmented reality that is valid, practical and effective. The method used in this study is a research and development (R&D) method using the Luther-Sutopo version of the multimedia development life cycle (MDLC), which consists of six stages, namely concept (conception),design (design), collecting material (material collection). ), assembly (manufacture), testing (testing) and distribution (distribution). There are three product tests conducted in this study, namely validity test, practicality test and effectiveness test. Based on the product test results that have been carried out by theauthor of the validity test, the average value is 0.91 which is declared valid, and for the practicality test, the average value is 0.67 which is declared practical and for the effectiveness test, the average value is obtained. the average is 0.90 which is declared effective.
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