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PENGEMBANGAN SISTEM INFORMASI ADMINISTRASI SEKOLAH MENGGUNAKAN MODEL HUMAN COMPUTER INTERACTION (HCI) DI SMKN 2 MAKASSAR Nur Alfiah Anggun; Hasanah Nur; Hendra Jaya
UNM Journal of Technology and Vocational Volume 7, Issue 1, February (2023)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

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Abstract

This study aims to develop a school administration information system using the HumanComputer Interaction (HCI) model and whether the information system developed meets thevalid, practical, and efficient criteria. Data were collected by using observation, documentation,and questionnaires. This type of research is Research and Development (R&D). The dataanalysis technique used is descriptive analysis. The results of the study indicate that themeasurement of the validity of each statement item has an r-count value greater than 0.361, themeasurement of the reliability of the measurement instrument for the implementation of theHuman Computer Interaction model in the school administration information system isacceptable and has a Cronbach's Alpha value of 0.937. The measurement of the averagesoftware/program aspect for all indicators, which is 97%, is in very valid category. The averagedisplay aspect measurement for all indicators, which is 99%, is in very valid category. Theusability measurement from Human Computer Interaction (HCI) meets Jacob Nielson's 5criteria, namely learnability criteria 66.66% of respondents answered very easy to learn,63.66% of respondents answered memorability criteria very easy to remember, efficiencycriteria 93.33% of respondents answered efficient, error criteria 73.33% of respondentsanswered goo in handling errors, and satisfaction criteria 86.66% of respondents answeredsatisfied. The results of practicality analysis of the school administration information systemobtained an average of 4.52 and a percentage of 90.5 that the school administration informationsystem has met the requirements for the practicality of the information system. The evaluationresults of the effectiveness of the school administration information system show that theaverage overall indicator is 4.56 and obtaining a percentage of 91.28%, which indicates thatthe school administration information system meets the effectiveness of the informationsystem.
PEMBELAJARAN BERBASIS ONLINE SEBAGAI UPAYA STUDY FROM HOME MELALUI PENGGUNAAN SYSTEM AND APPLICATION OPEN KNOWLEDGE PADA MAHASISWA PROGRAM STUDI PENDIDIKAN TEKNIKINFORMATIKA DAN KOMPUTER UNIVERSITAS NEGERI MAKASSAR Ainul Hidayah; Abdul Muis Mappalotteng(; Hendra Jaya
UNM Journal of Technology and Vocational Volume 7, Issue 1, February (2023)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

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Abstract

The study aims at analyzing the influence of learning process, the lecturer’s competence, and students’ activities on learning effectiveness. The research population was the students of Informatics and Computer Engineering Education Study Program at the State University of Makassar of batch 2019 and 2020 with 83 samples. The analytical methods used were descriptive analysis, inferential analysis with normality, linearity, multicolinearity, and autocorrelation as well as the hypothesis testing of multiple linear reegression. Data collections were obtained by employing observation, questionnaire, and documentation. Based on the result of hypothesis testing with regression analysis, the first hypothesis of the study surmised that the learning process gives significant influence on the learning effectiveness and it is attested. Then, the second and third hypotheses of the study surmised that the lecturer’s competence and the students’ activities give influence on the learning effectiveness and it is attested.
PENGEMBANGAN MODUL PEMBELAJARAN MATA KULIAH JARINGAN KOMPUTER BERBASIS CISCO PACKET TRACER DI JURUSAN TEKNIK INFORMATIKA DAN KOMPUTER FAKULTAS TEKNIK UNIVERSITAS NEGERI MAKASSAR. Hendrawansyah; Mustari Lamada; Hendra jaya
UNM Journal of Technology and Vocational Volume 6, Issue 2, June (2022)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

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Abstract

The objectives of this study (1) are to develop a learning module for a Cisco Packet Tracer-based computer network course in the Department of Informatics and Computer Engineering, Faculty of Engineering, State University of Makassar. (2) To produce a valid learning module in the computer network course at the Department of Informatics and Computer Engineering, Faculty of Engineering,Makassar State University. (3) To produce practical learning modules in the Computer network course at the Department of Informatics and Computer Engineering, Faculty of Engineering, Makassar State University. (4) To produce an effective learning module in the computer network course at the Department of Informatics and Computer Engineering, Faculty of Engineering, Makassar StateUniversity. The type of research used is research and development (Research and Development) which aims to develop and produce a product. The development procedure refers to the ADDIE development model. The result obtained is the development of the learning module for the computer network course. The research instrument used an assessment sheet according to 2 expert lecturers and 30 student responses. The results of the validity of the module material are 89% in the "very valid" category, the module design validity 90% in the "very valid" category, the practicality of the module by the validator 90% in the "very practical" category, student responses 84% in the "very valid" category, the practicality of the module by students 84 % category "very practical" and the effectiveness of the module68% category "effective".
Pengembangan Media Interaktif Berbasis Model Pembelajaran Guided Inquiry Pada Mata Pelajaran Simulasi Digital Zulfahmi Lutfi; Riana T. Mangesa; Hendra jaya
UNM Journal of Technology and Vocational Volume 7, Issue 3, October (2023)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ujtv.v7i3.2037

Abstract

This study aims to determine (1) The results of developing interactive media based on guided inquiry. learning models in digital simulation subjects; (2) the effectiveness of using interactive media based on guided inquiry. learning models to foster student interest and learning activities; (3) The practicality of using interactive media based on guided inquiry. learning models in digital simulation subjects. This research is a type of Research and Development (R&D) research with the ADDIE development model which consists of several stages, namely analysis, design, development, implementation and system evaluation. The data analysis technique used is descriptive analysis. The subjects of this research product trial were 2 learning media experts, 1 material expert, 3 teachers and 35 students of SMK Nasional Makassar City. Data collection techniques in this study used observation, documentation and questionnaires. The results showed that the development of interactive media based on the quided inquiry learning model can motivate students to learn independently, creatively, effectively and efficiently with an assessment of the elements of validity given by media experts, which is an average of 4.74. Then the material expert gives an average assessment of 4.81, the average on each of these results is greater than the median Likert scale. Thus it can be said that learning media based on the quided inquiry learning model is very feasible to use. then in the element of effectiveness given by 3 teachers in the field trial, the average was 4.69 and for the large-scale trial of 35 students got an average of 4.70.The average of each result is greater than the median of the Likert scale.Thus it can be said that learning media based on the quided inquiry learning model is very effective.Then in the element of practicality given by 3 teachers in the field trial, the average was 4.76 and for the large-scale trial of 35 students got an average of 4.81.The average of each result is greater than the median of the Likert scale.Thus it can be said that learning media based on the quided inquiry learning model is very practical.
RANCANG BANGUN SISTEM PELAPORAN PRAKTEK KERJA LAPANGAN (PKL) PESERTA DIDIK BERBASIS WEBSITE DI UPT SMK NEGERI 7 JENEPONTO Miftahur Risky Jufri; Hendra Jaya; Purnamawati
UNM Journal of Technology and Vocational Volume 7, Issue 2, June (2023)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ujtv.v7i2.2101

Abstract

This study aims to; 1) determine the results of the development of a reporting system for field work practice (PKL) of students at UPT SMKN 7 Jeneponto. (PKL) students at UPT SMKN 7 Jeneponto, 2) knowing the validation of the reporting system for student field work practice (PKL) at UPT SMKN 7 Jeneponto, 3) knowing the practicality of the reporting system.field work practice (PKL) students at UPT SMKN 7 Jeneponto, 3) find out the practicality of the the reporting system for student field work practices (PKL) at UPT SMKN 7 Jeneponto, 4) knowing the effectiveness of the reporting system for student field work practices at UPT SMKN 7 Jeneponto and 5) knowing the effectiveness of the reporting system for student field work practices at UPT SMKN 7 Jeneponto. 7 Jeneponto and 5) find out the user's response after using the reporting system. reporting system for student field work practices (PKL) at UPT SMKN 7 Jeneponto. This research using the Research and Development (R&D) research method with the prototyping development model.prototyping development model. The data collection technique uses interviews, questionnaires and software which measures the quality of the software that has been developed. The research results show1) the PKL reporting system or SIP-PKL is a system used to assist the reporting of PKL at SMKN 7 Jeneponto which consists of 4 user accesses, namely admin, teacher, and teacher. PKL reporting at SMKN 7 Jeneponto which consists of 4 user accesses, namely admin, teacher, field supervisors and students, 2) system testing using ISO 25010 in the aspect of functionality suitability with the test results are valid which are tested by experts, 3) practicality SIP-PKL refers to testing the usability and reliability aspects where the usability test results show a percentage of 95.7% from 6 aspects.usability test results show a percentage of 95.7% of the 6 aspects of testing and the results of reliability testing using WAPT 10.1 software.WAPT 10.1 software obtained a value of 98.46% so that it fulfills the reliability aspect, 4) portability and performance efficiency testing is used to measure the effectiveness of a system where 100% results are obtained in portability testing. system where 100% results were obtained in portability testing on desktop and mobile environments and grate B (80-89). mobile environment and grate B (80-89%) in performance efficiency testing with GTMetrix tools, and 5) SIP-PKL is used to measure the effectiveness of a system. 5) SIP-PKL that has been developed gets good feedback from users.
PENGARUH MODEL PEMBELAJARAN DISCOVERY LEARNING, INQUIRY LEARNING DAN PROBLEM BASED LEARNING TERHADAP HASIL BELAJAR KOGNITIF SISWA PADA SISTEM PENDINGIN JURUSAN TEKNIK KENDARAAN RINGAN (TKR) Tandi Linok, Roni; Hendra Jaya; Muhammad Yahya
UNM Journal of Technology and Vocational Volume 8, Issue 2, June (2024)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ujtv.v8i2.2362

Abstract

This study is a type of quasi-experimental research, which aims to examine the influence of applying discovery learning, problem based learning, and inquiry learning models on students' cognitive learning outcomes in Cooling System learning material in light vehicle engineering (TKR). The independent variables in this research are discovery learning, problem based learning, and inquiry learning models, while the dependent variable is students' cognitive learning outcomes. The research sample consisted of three classes selected by using random sampling technique. To discover the influence of applying the learning model, a pre-test was conducted to examine the students' initial knowledge. Then, each class was given learning model treatment. At the end of the lesson, each student was given a post-test to discover the students' learning outcomes. Based on the results of the research, it is discovered that students in the discovery class increase by 73.86 in the post-test from 26.54 in the pre-test, while in the PBL class, students' scores increase by 63.68 in the post-test from 25.06 in the pre-test, and in the inquiry class, students’ score increase in the post-test from 39.91 in the pre-test. The hypothesis testing used in this research was a paired sample test using SPSS. Based on the results of the t test conducted in each class, it shows a t value of 18.345 in the discovery class, a t count of 11.575 in the PBL class, and a t count of 11.556 in the inquiry class. The three classes show t count > t table 1.71 and the result obtained a significance of 0.000 in each class, which means < 0.05. Thus, H0 is rejected and Ha is accepted. So, it can be concluded that there is an influence of the use of discovery learning model, problem based learning, and inquiry learning on students' cognitive learning outcomes in Cooling System learning material in light vehicle engineering.
PENGARUH LINGKUNGAN BELAJAR , PENGETAHUAN KEWIRAUSAHAAN, DAN MOTIVASI BERWIRAUSAHA TERHADAP MINAT BERWIRAUSAHA SISWA DI SMK NEGERI 2 GOWA Achmad Padil; Hendra Jaya; Syahrul
UNM Journal of Technology and Vocational Volume 8, Issue 3, October (2024)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ujtv.v8i3.2967

Abstract

Penelitian ini bertujuan untuk mengetahui tentang pengaruh lingkungan belajar, pengetahuan kewirausahaan, dan motivasi berwirausaha terhadap minat berwirausaha siswa di smk negeri 2 gowa, jenis penelitian yang digunakan adalah kuantitatif dengan metode penelitian Ex-post facto dan menggunakan 150 sampel secara random dengan sampel penelitian yang terdiri dari siswa yang telah melakukan mata pelajaran PKK (produk kreatif dan kewirausahaan) dan teknik pengumpulan data menggunakan observasi, wawancara, dan angket .Uji prasyarat menggunakan uji normalitas, uji linearitas, uji multikolonieritas. Uji hipotesis menggunakan uji regresi linear sederhana dan regresi linear berganda.Hasil penelitian yaitu (1) untuk tingkat lingkungan belajar siswa terhadap minat belajar memiliki hasil yang positif dalam pengaruhnya, (2) terdapat pengaruh yang positif antara pengetahuan kewirausahaan terhadap minat berwirausaha siswa, (3) terdapat pengaruh yang positif antara motivasi berwirausaha siswa terhadap minat berwirausaha, (4) terdapat pengaruh yang positif untuk lingkungan belajar, pengetahuan kewirausahaan, motivasi berwirausaha minat berwirausaha siswa.dan kesimpulan penelitian ini terdapat adalah pengaruh positif dan signifikan lingkungan belajar, pengetahuan kewirausaan, motivasi berwirausaha terhadap minta berwirausaha siswa di SMKN 2 Gowa.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS CANVA DENGAN MODEL MICROBLOGGING PADA MATAKULIAH DESAIN PRODUK Sukma, Indra; Hendra Jaya; Anas Arfandi
UNM Journal of Technology and Vocational Volume 8, Issue 3, October (2024)
Publisher : Program Studi S2 Pendidikan Teknologi dan Kejuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ujtv.v8i3.3126

Abstract

Penelitian ini bertujuan untuk pengembangan media pembelajaran berbasis Canva dengan model microblogging, menguji kelayakan pengembangan, dan efektifitas pengembangan media. Faktanya, Canva merupakan aplikasi desain grafis secara online yang banyak diminati memiliki berbagai macam template, tidak hanya presentasi, tapi Canva juga menyediakan banyak jenis desain. Penggunaan media Canva sebagai media pembelajaran sangat diperlukan sebagai upaya menarik perhatian dalam memahami materi pembelajaran. Penelitian ini menggunakan jenis penelitian dan pengembangan (Research and Development/R&D) dengan model pengembangan 4D (Four D) yang merupakan model pengembangan perangkat pembelajaran. Model pengembangan 4D terdiri atas 4 tahap utama yaitu: Define (Pendefinisian), Design (Perancangan), Develop (Pengembangan) dan Disseminate (Penyebaran). Hasil uji dari ahli materi, dan ahli media, respon mahasiswa serta dosen pengampu dinyatakan sangat layak, dengan demikian media pembelajaran berbasis canva dengan model microblogging ini mampu menunjang proses pembelajaran. Hasil uji kelayakan efektifitas berada pada kategori cukup efektif digunakan sebagai media pembelajara berbasis canva dengan model microblogging yang telah dikembangkan. Diharapkan penelitian selanjutnya dapat lebih mengembangkan materi-materi yang lebih beragam dan sesuai dengan kebutuan yang akan di ajarkan pada matakuliah lainnya.
Analisis Kualitas Pembinaan Atlet Senam dalam Meningkatkan Prestasi di Kabupaten Lima Puluh Kota Angelia, Lusi; Sri Gusti Handayani; Hendra Jaya; Abdur Rohim Fadlan; Yummi Meirafoni
JOLMA Vol. 5 No. 1 (2025): JOLMA
Publisher : Universitas PGRI Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31851/jolma.v5i1.18277

Abstract

Permasalahan dalam penelitian ini adalah naik turun pencapaian hasil prestasi pada cabang olahraga senam, yang dibuktikan dengan beberapa pertandingan yang pernah diikuti oleh Persani Kabupaten Lima Puluh Kota. Tujuan penelitian untuk mengetahui bagaimana pembinaan Atlet Senam Kabupaten Lima Puluh Kota dari struktur organisasi, kualitas pelatih, atlet dan motivasi serta sarana dan prasarana senam yang dimiliki Kabupaten Lima Puluh Kota. Jenis penelitian ini adalah deskriptif. Populasi penelitian adalah seluruh atlet senam yang berlatih di Kabupaten Lima Puluh Kota yang berjumlah 26 orang. Teknik pengambilan sampel dengan menggunakan total sampling. Sampel penelitian ini berjumlah 26 orang. Teknik analisis data yang digunakan adalah deskriptif dengan analisis, berdasarkan wawancara yang disusun menggunakan skala likert. Hasil analisis data menunjukkan bahwa: 1) gambaran hasil struktur organisasi atlet senam di Kabupaten Lima Puluh Kota pada klasifikasi baik. 2) gambaran pelatih senam di Kabupaten Lima Puluh Kota pada klasifikasi Baik. 3) gambaran motivasi atlet senam di Kabupaten Lima Puluh Kota pada klasifikasi Baik. 4) Gambaran sarana prasarana dalam pembinaan atlet senam di Kabupaten Lima Puluh Kota pada klasifikasi Baik
Optimizing Canva Application Training to Support Teacher Creativity in the Learning System at Al Banin Integrated Islamic School Retyana Wahrini; Ganggang Canggi Arnanto; Dwi Purnama Soiswaty; Hendra jaya
ENGAGEMENT: Jurnal Pengabdian Masyarakat Vol. 4 No. 3 (2025): Community Empowerment and Services
Publisher : Perkumpulan Dosen Fakultas Agama Islam Indramayu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58355/engagement.v4i3.170

Abstract

This Community Service (PKM) activity was carried out at Al Banin Makassar Integrated Islamic School with the aim of optimizing the use of the Canva application in supporting teacher creativity in creating interesting, interactive learning materials, and in accordance with the development of educational technology. The background of this activity is based on the need for teachers to adapt learning methods to the digital era, where the use of visual learning media is very important in increasing student interest and understanding. Canva training was provided to teachers as a solution to enrich the ability to design more interesting and effective learning media. The results of this activity show that teachers have become more confident and creative in designing communicative and efficient teaching materials. In addition, this activity also supports the achievement of the Key Performance Indicators (IKU) of higher education. It is hoped that this activity can be the first step in encouraging digital transformation in the school environment, while improving the quality of learning at Al Banin Integrated Islamic School.