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Journal : PeTeKa

PENGARUH MODEL PEMBELAJARAN KOOPERATIF MURDER TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN INFORMATIKA KELAS X DI SMKN I ENAM LINGKUNG Hatta, Arif Rahman; Darman, Regina Ade; Nurdin, Bernediv
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 1 (2025): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Publish
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v8i1.405-411

Abstract

The aim of this research is to determine the influence of the Murder Cooperative Learning Model on Student Learning Outcomes in Class X Informatics Subjects at SMKN 1 Enam Lingkung. This research is quantitative research. The Quasi Experiment method can be interpreted as a research approach used to find the effect of certain treatments on others under controlled conditions. The population of this study were all class X MPLB students at SMKN 1 Enam Lingkung. The research sample was determined using the Cluster Random sampling technique. Data collection techniques include observation, tests and documentation. Data analysis techniques include descriptive tests, normality tests, homogeneity tests, hypothesis tests, normalized gain tests. This research proves that there is a positive and significant influence on the use of the murder cooperative learning model on student learning outcomes in class X informatics subjects at SMKN 1 Enam Lingkung. Based on the results of the Normalized Gain test above, it can be seen that the average N-Gain score for the experimental class is 61.8222 with the highest score being 100.00 and the lowest score being 43.75. 
PENGEMBANGAN MODUL ELEKTRONIK (E-MODUL) PADA MATA PELAJARAN INFORMATIKA KELAS X DI SMK NEGERI 1 RANAH PESISIR Husna, Iffatul; Alfiriani, Adlia; Nurdin, Bernediv
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 1 (2025): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Publish
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v8i1.266-271

Abstract

.  Permasalahan pada penelitian ini yaitu guru masih banyak yang menggunakan bahan ajar berbentuk cetak, modul cetak menjadikan proses pembelajaran kurang menarik, pembelajaran informatika selama ini cenderung menggunakan metode presentasi sehingga membuat siswa bosan.  Penelitian ini bertujuan untuk menghasilkan e-modul sebagai sumber belajar mata pelajaran informatika yang valid dan praktis. Penelitian ini menggunakan metode Research and Development (R&D) dengan skala likert. Subjek peneliti dalam penelitian ini adalah 3 orang dosen Universitas PGRI Sumatera Barat, 2 orang guru SMK Negeri 1 Ranah Pesisir, seluruh siswa kelas X DKV SMK Negeri 1 Ranah Pesisir.  Hasil penelitian ini menunjukkan nilai rata-rata uji validasi ahli media oleh validator sebesar 90,56% dengan kategori “Sangat Valid” dan ahli materi sebesar 91,25% dengan kategori “Sangat Valid”. Uji praktikalitas guru sebesar 88,89% dengan kategori “Sangat Praktis” dan praktikalitas siswa sebesar 93,81% dengan kategori “Sangat Praktis”. Kesimpulan berdasarkan data yang diperoleh e-modul sebagai sumber belajar mata pelajaran informatika layak dan praktis digunakan sebagai e-modul informatika kelas X sehingga mampu memudahkan guru dan siswa dalam penerapannya, karena mudah dan nyaman dibawa kemana saja karena berbentuk link yang dapat diakses melalui komputer/laptop, android dan IOS.
PENGARUH MODEL PEMBELAJARAN KOOPERATIF MURDER TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN INFORMATIKA KELAS X DI SMKN I ENAM LINGKUNG Hatta, Arif Rahman; Darman, Regina Ade; Nurdin, Bernediv
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 1 (2025): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v8i1.405-411

Abstract

The aim of this research is to determine the influence of the Murder Cooperative Learning Model on Student Learning Outcomes in Class X Informatics Subjects at SMKN 1 Enam Lingkung. This research is quantitative research. The Quasi Experiment method can be interpreted as a research approach used to find the effect of certain treatments on others under controlled conditions. The population of this study were all class X MPLB students at SMKN 1 Enam Lingkung. The research sample was determined using the Cluster Random sampling technique. Data collection techniques include observation, tests and documentation. Data analysis techniques include descriptive tests, normality tests, homogeneity tests, hypothesis tests, normalized gain tests. This research proves that there is a positive and significant influence on the use of the murder cooperative learning model on student learning outcomes in class X informatics subjects at SMKN 1 Enam Lingkung. Based on the results of the Normalized Gain test above, it can be seen that the average N-Gain score for the experimental class is 61.8222 with the highest score being 100.00 and the lowest score being 43.75. 
PENGEMBANGAN MODUL ELEKTRONIK (E-MODUL) PADA MATA PELAJARAN INFORMATIKA KELAS X DI SMK NEGERI 1 RANAH PESISIR Husna, Iffatul; Alfiriani, Adlia; Nurdin, Bernediv
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 1 (2025): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v8i1.266-271

Abstract

.  Permasalahan pada penelitian ini yaitu guru masih banyak yang menggunakan bahan ajar berbentuk cetak, modul cetak menjadikan proses pembelajaran kurang menarik, pembelajaran informatika selama ini cenderung menggunakan metode presentasi sehingga membuat siswa bosan.  Penelitian ini bertujuan untuk menghasilkan e-modul sebagai sumber belajar mata pelajaran informatika yang valid dan praktis. Penelitian ini menggunakan metode Research and Development (RD) dengan skala likert. Subjek peneliti dalam penelitian ini adalah 3 orang dosen Universitas PGRI Sumatera Barat, 2 orang guru SMK Negeri 1 Ranah Pesisir, seluruh siswa kelas X DKV SMK Negeri 1 Ranah Pesisir.  Hasil penelitian ini menunjukkan nilai rata-rata uji validasi ahli media oleh validator sebesar 90,56% dengan kategori “Sangat Valid” dan ahli materi sebesar 91,25% dengan kategori “Sangat Valid”. Uji praktikalitas guru sebesar 88,89% dengan kategori “Sangat Praktis” dan praktikalitas siswa sebesar 93,81% dengan kategori “Sangat Praktis”. Kesimpulan berdasarkan data yang diperoleh e-modul sebagai sumber belajar mata pelajaran informatika layak dan praktis digunakan sebagai e-modul informatika kelas X sehingga mampu memudahkan guru dan siswa dalam penerapannya, karena mudah dan nyaman dibawa kemana saja karena berbentuk link yang dapat diakses melalui komputer/laptop, android dan IOS.
PENGEMBANGAN MULTIMEDIA INTERAKTIF PADA MATA PELAJARAN DESAIN GRAFIS KELAS X MULTIMEDIA DI SMKN 10 BUNGO Sapitri, Ayu; Edriati, Sofia; Nurdin, Bernediv
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 6, No 1 (2023): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v6i1.7-16

Abstract

Permasalahan yang ada pada mata pelajaran desain grafis khususnya di materi pembelajaran unsur-unsur desain grafis belum memakai media pembelajaran yg mendukung hasil belajar siswa, sebagai akibatnya siswa sulit memahami materi waktu belajar. Penelitian ini bertujuan buat membentuk multimedia interaktif yg valid dan  simpel. Penelitian ini menggunakan metode Research and Development Using the ADDIE Development Example (RdanD). Subyek penelitian ini adalah sampel sebanyak 9 siswa. Teknik pengumpulan data menggunakan kuesioner dengan menggunakan skala Likert. Teknik analisis data untuk pengembangan multimedia interaktif dalam Adobe Flash CS6 adalah data kuantitatif. dari akan terjadi penelitian ini membagikan nilai homogen-rata uji validitas ahli media sebanyak 1,388 dengan kategori valid dan  pakar materi sebesar 1,272 dengan kategori valid. untuk uji praktikalitas terhadap respon guru mencapai 80,27% dengan kategori sangat simpel dan  buat respon siswa mencapai 82,34% dengan kategori sangat praktis.
PENGARUH METODE PEMBELAJARAN GROUP INVESTIGATION DAN MOTIVASI BELAJAR TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN DASAR-DASAR DESAIN KOMUNIKASI VISUAL KELAS X DKV DI SMKN 4 PADANG Septiani, Rani; Nurdin, Bernediv; Novita, Rini
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 7, No 2 (2024): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Publish
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v7i2.293-298

Abstract

This research aims to determine the influence of the Group Investigation learning method, determine student learning motivation, and the influence of the Group Investigation learning method and learning motivation on learning outcomes in the Basics of Visual Communication Design Subject Class X DKV at SMKN 4 Padang. To achieve this goal, researchers used a quantitative approach method with a Quasi Experimental research type. The total population of this study was 75 students, with details of 39 students in the control class and 36 in the experimental class. The results of the research conducted by the researcher are as follows: The average learning outcome of control class students was 62.36 and the average learning outcome of experimental class students was 86.39, which means the average learning outcome in the experimental class was higher than the control class. Based on the results of the analysis test, the results of the Group Investigation learning method showed that the learning outcomes had a sig. 0.014 0.05, which means there is an influence between the Group Investigation learning method on learning outcomes. Then the results of learning motivation on learning outcomes show a sig value. 0.029 0.05, which means there is an influence between learning motivation and learning outcomes. Finally, the results of the Group Investigation learning method and learning motivation on learning outcomes have a sig value. 0.002 0.05, which means there is an influence between the Group Investigation learning method and learning motivation on learning outcomes.
PENGEMBANGAN E-BOOK INTERAKTIF PADA MATERI KOMPUTER GRAFIS MATA PELAJARAN DASAR DESAIN KOMUNIKASI VISUAL KELAS DI SMKN-1 SIJUNJUNG Turahma, Wilda; Mulyono, Heri; Nurdin, Bernediv
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 9, No 1 (2026): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v9i1.119-126

Abstract

The problem in this study is that teachers still use a lot of printed learning media, printed books make the learning process less interesting. Visual communication design learning so far tends to use static presentation methods, as well as video tutorials that are less interactive so that student learning motivation tends to vary and low student understanding of the material. The purpose of this study was to produce an interactive E-book in the Computer Graphics material at SMKN 1 Sijunjung in the Basic Visual Communication Design subject. This study uses the Research and development method. The development model used in this study is the ADDIE model. The research subjects involved in the Basic Visual Communication Design subject in the 2025/2026 academic year totaling 23 people and 2 teacher responses. The research instrument is a validity instrument using a validity questionnaire with 5 validators. The validity assessment contains 3 people for media validators and 2 people for material validators. The practicality instrument uses a student response questionnaire of 23 people and 2 teachers. The product produced in this study is an interactive E-book. Based on the media validity results, the validation score was 92.64%, categorized as "Very Valid." The material validity score was 88.47%, categorized as "Very Valid." Therefore, it can be concluded that the interactive e-book is "Very Valid" in terms of validity. Based on the teacher's practicality score, the score was 88.88%, categorized as "Very Practical." The student's practicality score was 84.25%, categorized as "Very Practical."
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID PADA MATA PELAJARAN DASAR-DASAR DESAIN KOMUNIKASI VISUAL KELAS X DI SMK TEKNOLOGI PLUS PADANG Putri, Chelsy; Alfiriani, Adlia; Nurdin, Bernediv
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 9, No 1 (2026): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v9i1.127-137

Abstract

The problem in this study is the lack of media in learning which makes students easily bored and difficult to understand the material during learning, therefore it is necessary to add learning media as a medium that can help teachers as an implementation of the independent curriculum in delivering material and increasing the grasp of students. The purpose of the study was to determine the use of android-based learning media in Foundations of Visual Communication Design subjects at SMK Teknologi Plus Padang using the MIT App Inventor application. To produce android-based learning media in Foundations of Visual Communication Design subjects at SMK Teknologi Plus Padang using the MIT App Inventor application that is valid. To produce android-based learning media in Foundations of Visual Communication Design subjects at SMK Teknologi Plus Padang using the MIT App Inventor application which is practical. The research method used is Research and Development (RD) with the ADDIE development model.The results of this study show that the average value of the media expert validation test by the validator is 88% with the very valid category, the material validation is 86% with the very valid category. The teacher's practicality test was 85% with the very practical category, and the student practicality test was 87%with the very practical category. The conclusion based on the data obtained from android-based learning media is suitable for use as a learning medium.
PENGEMBANGAN MEDIA PEMBELAJARAN GAME EDUKASI PADA MATERI BERFIKIR KOMPUTASIONAL X TKJT SMK N 1 PAINAN Rusdi, Muhammad Ikhsan; Mulyono, Heri; Nurdin, Bernediv
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 9, No 1 (2026): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v9i1.138-148

Abstract

The low level of students’ interest and achievement in computational thinking at SMK N 1 Painan has become one of the challenges in the learning process. This issue arises due to the use of conventional teaching methods that are less interactive and often make students feel bored. Therefore, this research aims to develop educational game-based learning media as an innovative alternative to enhance students’ motivation, interest, and understanding of computational thinking concepts. This research applied the ADDIE development model, consisting of five stages: Analysis, Design, Development, Implementation, and Evaluation. The educational game was developed using Unity and Visual Studio Code, featuring interactive materials through levels, quizzes, and scoring systems. The validity of the game was assessed by three media experts, while its practicality was tested by teachers and Grade X TJKT students at SMK N 1 Painan. The results show that the media obtained an average validity score of 87.93%, categorized as very valid. The practicality test yielded an average of 89.57% from teachers and 86% from students, categorized as very practical. Thus, the developed educational game is considered feasible to be used as a learning medium and effective in improving students’ motivation and understanding of computational thinking material.