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Validitas aplikasi ujian online untuk peserta didik di sekolah menengah kejuruan Hendra, Herisvan; Usmeldi, Usmeldi; Irfan, Dedy; Refdinal, Refdinal
JRTI (Jurnal Riset Tindakan Indonesia) Vol 7, No 2 (2022): JRTI (Jurnal Riset Tindakan Indonesia)
Publisher : IICET (Indonesian Institute for Counseling, Education and Therapy)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1067.003 KB) | DOI: 10.29210/30031652000

Abstract

Penelitian ini bertujuan untuk mengembangkan aplikasi ujian online yang valid, praktis, dan efektif untuk peserta didik SMK Negeri 2 Padang pada kelas XI Rekayasa Perangkat Lunak di mata pelajaran Pemodelan Perangkat Lunak.Penelitian ini menggunakan desain Research and Development (R&D), dengan model pengembangan four-D. Prosedur pengembangan four-D yaitu Define, Design, Development dan Disseminate. Teknik analisis data yang digunakan dengan mendekripsikan kevalidan, kepraktisan dan keefektifan pada aplikasi ujian online untuk ulangan harian yang dikembangkan. Berdasarkan hasil penilitian ini dapat disimpulkan bahwa aplikasi yang dikembangkan dinyatakan valid. Aplikasi yang dikembangkan praktis dengan nilai kepraktisan dari respon guru sangat praktis dan respon peserta didik sangat praktis, serta aplikasi yang dikembangkan efektif dengan nilai efektivitas dari respon guru sangat efektif. Berdasarkan temuan penelitian ini disimpulkan bahwa Aplikasi Ujian Online dinyatakan valid, praktis, dan efektif untuk digunakan sebagai alternatif ulangan harian pada mata pelajaran Pemodelan Perangkat Lunak di kelas XI Rekayasa Perangkat Lunak, SMK Negeri 2 Padang.
Pengembangan Instrumen Penilaian Simulasi Digital pada SMK Putra, Rezi Septiardi; Hendra, Herisvan
Jurnal Vokasi Teknik Informatika Vol 4 No 2 (2024)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/javit.v4i2.19

Abstract

Instrumen Penilain adalah sebuah alat ukur yang digunakan untuk mengukur pengumpulan data. Tujuan dari penelitian ini. Untuk mengetahui sebuah proses pengembangan dari instrumen penilaian yang dilakukaan dikhususkan pada mata pelajaran simulasi digital pada SMK yang sedang dikembangkan melalui penelitian ini. Dengan mengetahui tingkat validitas dan kepraktisan pada instrument penilaian untuk meningkatkan kinerja pendidikan yang khususnya pada mata pelajaran simulasi digital, yang. Dengan metode yang digunakan dalam penelitian ini adalah Research and Development (Research and Development) yang salah satunya membahas tentang model pengembangan Plomp, yang dimana tebagi menjadi dua yaitu : (1)investigasi awal (preliminary research), (2) peperangan dan realisasi (fase prototyping). Tahap pembuatan prototipe dilakukan pada tahapan perancangan instrumen. Subjek pada penelitian ini adalah guru yang secara lansung mengajar mata pelajaran simulasi digital dengan melibatkan 3 guru. Instrumen yang digunakan dalam konversi data penelitian dibagi menjadi dua yaitu format validasi instrumen penilaian kinerja untuk memperoleh data validitas dan format kepraktisan dengan menggunakan angket respon guru untuk memperoleh data praktikum. Data penilaian instrumen uji coba, instrumen penilaian sangat valid dengan skor lrata-rata 95,75%, untuk melakukan sebuah uji coba kepraktisan peneliti mendapatkan persentase skor 92,72% ini termasuk kategori yang sangat praktis. Ini dapat diterjemahkan sebagai instrumen. Namun, ini masih belum sempurna untuk digunakan, karena masih banyak lagi pertimbangan untuk memperoleh hasil yang diinginkan
Efektivitas Aplikasi Ujian Online Untuk Peserta Didik SMK Hendra, Herisvan
Jurnal Informatika Vol 12, No 3 (2024): INFORMATIKA
Publisher : Fakultas Sains & Teknologi, Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/informatika.v12i3.7481

Abstract

This study aims to develop an effective online exam application for students of SMK Negeri 2 Padang in the Software Modeling subject of class XI Software Engineering. This study uses the Research and Development (R&D) method, with a four-D development model. The four-D development procedure is Define, Design, Development and Disseminate. The data analysis technique used is to describe the effectiveness of the online exam application for daily tests. Based on the results of this study, it can be concluded that an effective application with the values obtained from teacher responses is very effective.  Based on the findings of this study, it is concluded that the Online Exam Application is declared effective for use as an alternative to daily tests in the Software Modeling subject in class XI Software Engineering.
Pengembangan Ekowisata Berkelanjutan Melalui Digitalisasi Pemasaran Berbasis Website dan Media Sosial: Pengabdian Neffi Sulkaisi; Herisvan Hendra; Meri Rahmania; Bunga Rahmatul Ulia; Mela Agustia
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 1 (2025): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 1 (Juli 2025 -
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i1.1737

Abstract

This community service program is based on the low visibility of the ecotourism potential of Nagari Sisawah, managed by Pokdarwis. The program aims to enhance tourism competitiveness through digitalization, service excellence training, and website and social media management. The implementation method includes participatory-based socialization, training, mentoring, and evaluation. The results showed increased Pokdarwis capacity in managing tourism safety information and digital marketing, as well as greater engagement of local youth in digital-based creative economic activities.
PKM : Sosialisasi Keamanan Website Sekolah dalam Pencegahan Akses Ilegal dan Serangan Siber di SMA Negeri 4 Sumatera Barat Thomson Mary; Faiza Rini; Nia Febriyani; Herisvan Hendra
Gudang Jurnal Pengabdian Masyarakat Vol. 3 No. 2 (2025): Juli
Publisher : PT. Gudang Pustaka Cendekia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59435/gjpm.v3i2.1741

Abstract

Kegiatan pengabdian masyarakat ini bertujuan untuk meningkatkan kesadaran dan kemampuan tenaga kependidikan serta staf administrasi SMA Negeri 4 Sumatera Barat dalam mengamankan website sekolah dari ancaman siber. Latar belakang kegiatan ini adalah kerentanan website sekolah terhadap serangan seperti defacement dan akses ilegal, yang pernah mengakibatkan pengalihan ke situs judi online. Metode yang digunakan meliputi sosialisasi, pelatihan teknis, dan pendampingan dalam mengimplementasikan fitur keamanan berbasis Laravel 11, seperti Rate Limiting dan Role-Based Access Control (RBAC) menggunakan Laravel Spatie Permissions. Hasil kegiatan menunjukkan peningkatan signifikan dalam pemahaman peserta tentang keamanan website, serta keberhasilan implementasi fitur keamanan yang mengurangi risiko serangan siber. Selain itu, disusun modul pelatihan dan dokumentasi teknis untuk memastikan keberlanjutan pengelolaan website secara mandiri. Kegiatan ini memberikan dampak positif berupa peningkatan keamanan data dan reputasi sekolah, sekaligus menjadi model bagi institusi pendidikan lain dalam menghadapi tantangan keamanan siber.
PENGEMBANGAN GAME EDUKASI LABIRIN PADA ELEMEN KOMPUTER GRAFIS KELAS X DKV SMK NEGERI 1 GUNUNG TALANG Saputra, Firman; Kurniawan, Haris; Hendra, Herisvan
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.v9i1.149-159

Abstract

Vocational education requires innovative learning media to adapt to technological developments and industrial needs. However, the condition at SMK Negeri 1 Gunung Talang shows that the use of learning media is still limited, causing students to be less motivated, especially in computer graphics subjects. This situation has an impact on low learning outcomes, where most students have not yet achieved the Minimum Mastery Criteria (KKTP). Therefore, the purpose of this study is to develop an educational maze game on computer graphics elements that is valid and practical, so it can help improve students’ understanding and learning motivation. The research method employed was Research and Development (RD) using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research subjects were Grade X DKV students at SMK Negeri 1 Gunung Talang. Research instruments included media expert validation, material expert validation, as well as practicality tests by teachers and students. Data were collected through questionnaires, observations, and interviews. The development process involved designing the storyline and storyboard, creating the game using Construct 2 and CorelDraw, followed by implementation in the learning process, and evaluation based on validation and practicality results. The research results show that the developed maze educational game met the criteria of being highly valid, with an average media validity score of 88.46% and material validity of 95.83%. The practicality test indicated that the game was highly practical, with an average score of 97.22% from teachers and 89.48% from students. Thus, the maze educational game on computer graphics elements is considered feasible as a learning medium, as it effectively increases students’ interest, motivation, and understanding of the subject matter.
PENGEMBANGAN GAME EDUKASI PADA MATA PELAJARAN KOMPUTER GRAFIS KELAS XI DKV DI SMK NEGERI 4 SUNGAI PENUH Aidil Fitra Hadi; Haris Kurniawan; Herisvan Hendra
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.40204

Abstract

This research was motivated by the low learning outcomes of students in the Computer Graphics class XI DKV at SMK Negeri 4 Sungai Penuh. The lack of variety in learning media and low student motivation in understanding computer graphics theory were the main problems identified. The purpose of this study was to develop educational game learning media for the Computer Graphics class XI DKV at SMK Negeri 4 Sungai Penuh and to determine the level of validity and practicality of this educational game learning media for the Computer Graphics class XI DKV at SMK Negeri 4 Sungai Penuh. The method used was Research and Development (R&D) with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The product developed was the educational game "Ninja Adventure," which integrates game missions with a quiz on introductory computer graphics. The research instruments included validation by media experts, validation by material experts, and practicality tests by teachers and students to assess the product's validity and practicality as a learning medium. The results of the study indicate that the developed educational game meets the criteria for validity and practicality. Validity testing by media experts yielded an average score of 81.94% (highly valid), while material validation achieved 78.39% (highly valid). Practicality testing by teachers yielded an average score of 84.72% (highly practical), while student practicality was 77.98% (highly practical). Based on these results, this educational game is deemed suitable for use as an alternative learning medium capable of increasing student learning motivation and providing a more interactive and enjoyable learning experience.
PENGEMBANGAN SISTEM PAKAR PERENCANAAN KARIER SISWA DENGAN METODE FORWARD CHAINING DI SMK NEGERI 2 PADANG PANJANG Rifdian, Bayu Rahmat; Anggraini Samudra, Ami; Hendra, Herisvan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.40638

Abstract

Career planning is an important aspect of vocational education to prepare students for the workforce. At SMKN 2 Padang Panjang, career guidance is still conducted manually using conventional questionnaires, which is considered inefficient, especially given the limited number of guidance and counseling (BK) teachers. This research aims to develop a web-based expert system for career planning using the forward chaining method to provide career recommendations tailored to students' interests and talents. The study employs the Research and Development (R&D) model and an Agile-based SDLC software development methodology. The system is built using the Laravel framework and tested through alpha testing and beta testing involving experts and end-users. The test results demonstrate that the system can provide relevant career recommendations, accelerate the guidance process, and improve the accuracy and efficiency of counseling services, with a system validity of 97.96%, practicality validity of 93.85%, and validation by field respondents of 96.67%. This system also assists BK teachers in managing student data and reducing administrative workloads. In conclusion, the development of this expert system contributes to the digitization of career guidance services in vocational schools and serves as an effective and adaptive alternative solution to meet students' needs in the digital era.