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All Journal Jurnal Pendidikan Teknologi dan Kejuruan Voteteknika (Vocational Teknik Elektronika dan Informatika) INFORMAL: Informatics Journal Sinkron : Jurnal dan Penelitian Teknik Informatika Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Jurnal Pemberdayaan Masyarakat Madani (JPMM) JURNAL PENDIDIKAN TAMBUSAI Jurnal Cendekia : Jurnal Pendidikan Matematika Journal of Education Technology EDUKATIF : JURNAL ILMU PENDIDIKAN Jurnal EDUCATIO: Jurnal Pendidikan Indonesia Jurnal Teknologi Informasi dan Pendidikan JOURNAL OF INFORMATION SYSTEM RESEARCH (JOSH) Journal of Computer System and Informatics (JoSYC) Suluah Bendang: Jurnal Ilmiah Pengabdian Kepada Masyarakat Jurnal Ecogen Journal of Innovation in Educational and Cultural Research GUYUB: Journal of Community Engagement Jurnal ABDIMAS (Pengabdian kepada Masyarakat) UBJ Lumbung Inovasi: Jurnal Pengabdian Kepada Masyarakat Jurnal Vokasi Informatika (JAVIT) Journal of Community Service CONSEN: Indonesian Journal of Community Services and Engagement Hexatech: Jurnal Ilmiah Teknik Journal of Artificial Intelligence and Digital Business J-CoSE: Journal of Community Service & Empowerment Jurnal Teknik Komputer dan Informatika (JTeKI) Journal of Hypermedia & Technology-Enhanced Learning Jurnal Informatika: Jurnal Pengembangan IT BATIK: Jurnal Pengembangan dan Pengabdian Masyarakat Multikultural Bigint Computing Journal Journal of Community Empowerment Jurnal Imiah Pengabdian Pada Masyarakat (JIPM) Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika Cermat : Jurnal Cendekiawan dan Riset Multidisiplin Akademik Terintegrasi
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Design Get up E-commerce based Marketplace Sale Chips Web Based In Padang City Dewi, Ika Parma; Firza, Fahira Utami; Sriwahyuni, Titi; Hendriyani, Yeka
Sinkron : jurnal dan penelitian teknik informatika Vol. 7 No. 1 (2023): Articles Research Volume 7 Issue 1, 2023
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v8i1.11966

Abstract

This web-based e-commerce is designed to help chip manufacturers sell their products and make it easier for consumers to get chips through internet technology. The web design method uses the prototype method starting with conducting needs analysis, interface design and programming and utilizing PHP programming as a programming language, MySQL as a database, XAMPP as a server and the Codeigniter framework version 4. Chips are a food that is much loved by people of all ages. This has caused many people to start a business selling chips, ranging from home industries to larger production. However, not a few of the chip entrepreneurs have difficulty managing the sale of their chip products to chip consumers such as students, workers and the general public. This is also a result of the outbreak of the Covid-19 virus which is experienced globally, including Indonesia, making it difficult for chip manufacturers to market their products and manage their sales. On the chip consumer side, they also find it difficult to get chips amidst pandemic conditions and busy activity. The difficulties of chip manufacturers and chip consumers can be overcome by developing a system in the form of e-commerce that can be accessed by chip consumers by adapting internet technology. The results of this design produce a web-based e-commerce selling chips by taking a case study in the chips business in Padang City, West Sumatra Province.
Augmented Reality Learning Media Application In Computer Networking Courses Adi, Novi Hendri; Lubis, Arina Luthfini; Basriadi , Ali; Dewi, Ika Parma; Wahdi, Yera Wahda
Sinkron : jurnal dan penelitian teknik informatika Vol. 8 No. 3 (2024): Research Artikel Volume 8 Issue 3, July 2024
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v8i3.13707

Abstract

In computer network learning, there is still little use of media which has an impact on students' understanding of device material and computer network topology. Augmented Reality (AR) based learning media can answer these problems by providing dynamic visualization and interactive simulations. The research objective is that AR applications can be used to help visualize abstract concepts for understanding and structure of an object model. The development method used is MDLC (Multimedia Development Life Cycle) which consists of six stages, namely concept, design, material collecting, assembly, testing, and distribution. The results of the AR application research show that the value of the learning media application in terms of material is declared valid at 0.85 and in terms of design it is declared valid at 0.86. The AR application was also stated to be very practical, this can be seen from the responses of lecturers and students with the practicality of the learning media application being 87% as seen from ease, motivation, attractiveness, and usefulness. From the results of this research, the AR learning media application is very practical to apply to students, especially in computer networking courses.
Bagaimana perkembangan kurikulum di indonesia?: sebuah tinjauan berbasis meta-analisis terhadap perkembangan kurikulum vokasi di indonesia Marta, Rizkayeni; Maksum, Hasan; Waskito, Waskito; Dewi, Ika Parma; Mursyida, Lativa
Jurnal EDUCATIO: Jurnal Pendidikan Indonesia Vol 10, No 1 (2024): Jurnal EDUCATIO: Jurnal Pendidikan Indonesia
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/1202423984

Abstract

Perkembangan kurikulum vokasi di Indonesia menjadi sorotan penting dalam upaya meningkatkan relevansi dan efektivitas pendidikan teknologi kejuruan. Dalam artikel ini, dilakukan sebuah tinjauan mendalam terhadap evolusi kurikulum vokasi di Indonesia, memulai dari implementasi Kurikulum 2013 (K13), perkenalan Kurikulum Merdeka, hingga adopsi Kurikulum Outcome-Based Education (OBE) tujuan penelitian ini ialah memberikan persepsi bagaimana kurikulum vokasi di indonesia berkembang yang mana mencakup aspel-aspek utama pada kurikulum yang terfokus pada Pendidikan vokasi dengan meninjau ulang kajian serta implementasi yang sudah dipublikasikan. Metode yang digunakan pada meta-analisis ini ialah metode PRISMA untuk pengelompokkan referensi dan kemudian perhitungan statistic dengan JASP dengan pengolahan data Classical Meta Analysis. Hasil yang didapatkan melalui analisis meta terhadap berbagai studi, digali dampak dari setiap kurikulum terhadap pendidikan vokasi di Indonesia.Hasil analisis menunjukkan bahwa setiap kurikulum memiliki kelebihan dan kelemahan masing-masing. Kurikulum 2013 menghadirkan pendekatan yang lebih holistik dan interdisipliner, sementara Kurikulum Merdeka menekankan pada fleksibilitas dan otonomi institusi pendidikan. Di sisi lain, Kurikulum OBE menitikberatkan pada penerapan penilaian berbasis kompetensi dan hasil yang terukur. Melalui grafik funnel plot dan analisis statistik yang mendalam, ditemukan bahwa penggunaan Kurikulum OBE memiliki dampak yang signifikan terhadap efektivitas pendidikan vokasi, dengan nilai koefisien yang menunjukkan dampak yang tinggi. Kesimpulannya, evolusi kurikulum vokasi di Indonesia mencerminkan upaya yang berkelanjutan untuk meningkatkan kualitas dan relevansi pendidikan teknologi kejuruan.
Rancang Bangun Media Pembelajaran Multimedia Interaktif Pada Mata Pelajaran Sistem Kendali Industri Ihsan, Muhammad Al; Faiza, Delsina; -, Efrizon; Dewi, Ika Parma
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.v4i2.177

Abstract

Multimedia interaktif adalah solusi efektif yang membuat pengguna berperan aktif dalam proses belajar-mengajar. Multimedia interaktif bertujuan dalam meningkatkan pengalaman pengguna, memfasilitasi proses belajar, dan membantu dalam pengembangan keterampilan. Metode yang diterapkan dalam perancangan media menerapkan model ADDIE, yang mengikutsertakan pada tahap (Analisis, Desain, Pengembangan, Implementasi, dan Evaluasi). Penelitian ini dilakukan di SMK Negeri 1 Padang. Penilaian kelayakan media ini dilakukan melalui validitas ahli media dan ahli materi. Uji praktikalitas dilaksanakan oleh sekelompok kecil, yaitu lima orang siswa. Hasil penelitian menunjukkan rancangan media pembelajaran multimedia interaktif untuk mata pelajaran Sistem Kendali Industri di SMK Negeri 1 Padang menggunakan aplikasi Canva. Penilaian yang dikerjakan oleh dua ahli materi menghasilkan persentase sekitar 89% pada penilaian seluruh aspek, yang dikelompokan “Sangat Layak”. Penilaian yang dikerjakan oleh dua ahli media menghasilkan persentase sekitar 95% pada penilaian seluruh aspek, yang dikelompokan “Sangat Layak”. Pengujian praktikalitas yang dilaksanakan sebagian 5 siswa di SMK Negeri 1 Padang kelas XI di jurusan Teknik Elektronika Industri memperoleh persentase 93% berdasarkan penilaian siswa dalam hal seluruh aspek juga dikelompokan “Sangat Praktis”.
Interactive Multimedia Using Canva Application in Basic Electronics Subject for Grade X at SMK Negeri 1 Batipuh: A Development Study Mailando, Sandi Azima; Dewi, Ika Parma; Hanesman; Samala, Agariadne Dwinggo
Journal of Hypermedia & Technology-Enhanced Learning Vol. 1 No. 3 (2023): Journal of Hypermedia & Technology-Enhanced Learning—Book Haven
Publisher : Sagamedia Teknologi Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58536/j-hytel.v1i3.91

Abstract

This research is motivated by the low student learning outcomes due to the learning process still relying on printed books, the absence of interactive multimedia learning media, and the use of traditional methods. The main objective of this study is to evaluate the validity and practicality of interactive multimedia using the Canva application in the Basic Electronics subject for the 10th grade at SMK Negeri 1 Batipuh. To carry out this development, the 4D research model is employed, including the Define, Design, Development, and Disseminate steps. The results of material expert validation show an average score of 0.883, categorizing it as "Valid." The average score from the media expert verification is 0.914, also falling into the "valid" category. The practicality test of the Basic Electronics multimedia learning demonstrates that it is highly practical for use in the learning process, with an average percentage of 91%, falling into the "Very Practical" category.
Exploring the Impact of Tinkercad-Assisted Learning on Student Performance in Industrial Electronics Subject BL, Asbendri; Anori, Sartika; Dewi, Ika Parma; Efrizon
Journal of Hypermedia & Technology-Enhanced Learning Vol. 2 No. 2 (2024): Journal of Hypermedia & Technology-Enhanced Learning—Meta World
Publisher : Sagamedia Teknologi Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58536/j-hytel.v2i2.124

Abstract

This research explored the impact of implementing Tinkercad-assisted learning media on the learning outcomes of 11th-grade Electronics Engineering students at SMK Negeri 5 Padang, focusing on embedded system programming. Employing a quasi-experimental design with a Non-equivalent Control Group Design method, the study comprised an experimental group using Tinkercad and a control group undergoing traditional direct learning. The analysis of pretest and posttest data revealed a significant difference between the two groups, with the experimental group exhibiting an 11.5% improvement in learning outcomes. The hypothesis test, employing the t-test, yielded a t-value of 2.231, surpassing the critical t-value (1.708). Consequently, the null hypothesis (H0) was rejected, and the alternative hypothesis (H1) was accepted. The study concludes that the implementation of Tinkercad-assisted learning media had a significantly positive influence on the learning outcomes of Electronics Engineering students. These findings contribute to both practical and theoretical understanding regarding the effectiveness of Tinkercad in enhancing student learning outcomes in embedded system programming. It is recommended that further emphasis be placed on integrating Tinkercad into the curriculum to enrich students’ learning experiences and elevate the overall educational quality at SMK Negeri 5 Padang.
Rancang Bangun Media Pembelajaran Mobile Interaktif Menggunakan Smart App Creator pada Mata Pelajaran Dasar-Dasar Teknik Elektronika Kelas X SMK Negeri 2 Solok Rara Cantika; Agariadne Dwinggo Samala; Dedy Irfan; Ika Parma Dewi
Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika Vol. 2 No. 4 (2024): Juli : Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika
Publisher : Asosiasi Riset Ilmu Teknik Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/jupiter.v2i4.486

Abstract

The aim of this research is to produce learning media mobile interactive on the Basics of Electronics Engineering subject which is valid and practical for class X students at SMK Negeri 2 Solok. The method used in this research is method Research and Development (R&D) with a 4D development model consisting of 4 stages, namely Define (Definition), Design (Planning), Develop (Development), and Disseminate (Dissemination). This research uses an instrument in the form of a questionnaire. This questionnaire will be filled out by material experts and media experts in the validity test and filled in by students in the practicality test. Based on data acquisition and processing, this research obtained the following results. First, the results of material validation by material experts are in the "Valid" category with a total validity value by the three material validators of 0.967 and the results of media validation by media experts are in the "Valid" category with a total validity value by the three media validators of 0.967. Second, at the practicality test stage by students involving 15 students obtained a practicality percentage of 95.67% which was categorized as "Very Practical". Based on the results of this research, it can be concluded that interactive mobile learning media using Smart App Creator is suitable for use as interactive learning media in learning because it has been proven to be valid and practical.
Perancangan aplikasi ARPIX STUDIO untuk media pembelajaran videografi di SMK Negeri 1 Kinali Firdaus, Tommy Arjuna; Adri, Muhammad; Huda, Asrul; Dewi, Ika Parma
Hexatech: Jurnal Ilmiah Teknik Vol. 3 No. 2 (2024): Hexatech: Jurnal Ilmiah Teknik
Publisher : ARKA INSTITUTE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55904/hexatech.v3i2.1332

Abstract

Aplikasi ARPIX STUDIO dirancang sebagai media pembelajaran berbasis Augmented Reality (AR) untuk membantu siswa kelas XII Multimedia di SMK Negeri 1 Kinali mempelajari videografi. Aplikasi ini menyajikan materi tentang dunia perfilman, termasuk peralatan pembuatan film dan fungsinya, serta dilengkapi fitur simulasi pengambilan gambar 3D dan pengeditan video. Dengan teknologi AR, aplikasi ini bertujuan membuat pembelajaran lebih interaktif dan menarik, sesuai dengan karakteristik siswa. Penelitian ini menggunakan metode R&D dengan model ADDIE untuk merancang dan mengembangkan aplikasi. Hasilnya, ARPIX STUDIO menjadi media pembelajaran yang dapat digunakan tanpa memerlukan koneksi internet yang stabil, sehingga lebih fleksibel. Selain memberikan materi, aplikasi ini menghadirkan fitur interaktif seperti game, yang membuat penyampaian materi lebih menarik dan meningkatkan keterlibatan siswa. Sehingga dapat disimpulkan bahwa ARPIX STUDIO mempermudah guru dalam menyampaikan materi dan membantu siswa memahami konsep videografi dengan lebih baik. Aplikasi ini efektif meningkatkan minat dan pemahaman siswa, menjadikannya solusi inovatif untuk pembelajaran multimedia di sekolah.
Integrating e-module craft and wedding gifts course; the effect on creative thinking and attitudes student in vocational education students Hayatunnufus, Hayatunnufus; Yanita, Merita; Dewi, Ika Parma; Sari, Adha Kurnia; Hanafi, Hafizul Fahri; Ismail, Mazeni
Jurnal Pendidikan Teknologi Kejuruan Vol 7 No 4 (2024): Regular Issue
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jptk.v7i4.39723

Abstract

Society 5.0 envisions a future that emphasizes the integration of advanced technologies with human life to foster a more human-centered, sustainable, and inclusive community. A key skill in this context is found in the craft and wedding gift course. This course not only equips students with comprehensive knowledge of crafting techniques for wedding gifts but also prepares them to engage in the rapidly expanding field of entrepreneurship. The objective of this study is to develop an e-module focused on teaching wedding gift-making skills for vocational students. This e-module will be tailored to fulfill students' needs for an interactive, engaging, and flexible learning experience. The research employs a development research (R&D) approach, aiming to enhance the quality of education by implementing the ADDIE model. The developed e-module received a very valid assessment, with 90.67% from the media validator and 90.25% from the material validator In addition, this e-module was also considered very practical by lecturers with a score of 85% and by students with a score of 92%. The decision-making criteria were if the sig value (2-tailed) <0.05, then the proposed hypothesis was accepted.
Development of a CBT Application Using a Prototype Method for Major Determination Based on Talents and Interests Mahyeandra, Musdalipa; Dewi, Ika Parma; Marta, Rizkayeni; Mursyida, Lativa; Hanafi, Hafizul Fahri
Bigint Computing Journal Vol 3 No 1 (2025)
Publisher : Ali Institute of Reseach and Publication

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55537/bigint.v3i1.1049

Abstract

Computer-Based Test (CBT) is a computer-based examination system used as a medium for administering tests. The presentation and selection of questions are computerized so that each participant receives a different set of questions. This system is developed to minimize cheating, question leaks, limited number of questions, and damage to questions, as well as to ensure more accurate exam results. The problem faced in this study is the inaccuracy in determining the majors for several new students at SMKN 1 Sitiung. This study aims to develop a CBT application that can help determine the majors of new students based on their talents and interests. The research method used is the prototype method, which includes three stages: Listening to the Customer, Building or Revising the Mock-up, and Testing. The results of the study show that the developed CBT application is able to help schools determine student majors more accurately, minimize errors in major placement, and ensure that students are placed according to their talents and interests.
Co-Authors -, Efrizon Abdullah, MT, Dr. Rijal Adrian Adrian Afif Rahman Riyanda Agariadne Dwinggo Samala Agustia, Putri Lestari Ahmaddul Hadi, Ahmaddul Akrom, Akrom Al-Adwan, Ahmad Samed Alfadly, Israd Muhammad Alghifari, Muhammad Dzaki Alimun, Fadhlya Hidayattul Ambiyar, Ambiyar Amelia Zahra Aminuyati An &#039;Amna Hafizhah Analismi, Wenti Julia Anggi Aprianto Anori, Sartika Anwar, Artesia Aprilianda, Olga Aresta, Meysella Khanza Armiati Arrahman, Mufhadil Asmar Yulastri Asmara, Delvi asril, Nurul Pratiwi Asril Ayu Eka Putri Aza Afrilia Azmi, Arafil Azzahra, Fatma Basriadi , Ali BL, Asbendri Budayawan, Khairi Castro, Richelle C. Ceria, Putri Rio Daineko, Yevgeniya Dalifa, Mikola Dedy Irfan Degi Andani Syaffutra Delsina Faiza Dessi Susanti Devega, Army Trilidia Dinda Puspita Nilamsari Dodis Saufitro Dona, Fikhrenia Rima Dony Novaliendry Dwi Elvina Dwika Permata Edidas , Edidas Efrizon Efrizon Efrizon Elfi Tasrif Erine, Yoan Fadhila Fadhila, Dian Fadhli Ranuharja Fadilla, Reva Fahira, Silvani Ilhani Fahmi Rizal Febby Dwi Al Indra Fikri, Ryan Firdaus, Tommy Arjuna Firza, Fahira Utami Florence Johan Ganefri . Habi Akbar Hadi Kurnia Saputra Hafifah, Nabila Hana Sarlia Daulay Hanafi, Hafizul Fahri Hanesman Hanesman Hanesman Hanifa, Raisa Hardiani, Elsa Putri Hasali, Ivan Hasan Maksum Hayatunnufus Hayatunnufus Hendra Sahputra Batubara Hidayati Armi Huda, Asrul Hutabarat, Dini Hidayah Hutagalung, Juli Elprida Ihsan, Muhammad Al Ilham Dhani Joleanda Indarta, Yose Irwandi Ismail, Mazeni Kamil, Fadhil Muhammad Kautsar, Muhamad Al-Kautsar Al- Kurnia Sari Lativa Mursyida Lativa Mursyida Lubis, Arina Luthfini Luthfillah, Dita Mahyeandra, Musdalipa Mailando, Sandi Azima Marta, Rizkayeni Melinda, Sari Mentari Ritonga Mir Atun Shalihah Mitra Lusiana Mubai, Akrimullah Muhammad Adri Muhammad Adri Murni Astuti Mursyida, Lativa Muslimah, Farhatun Nadila, Lativa Naufal, Kms Muhammad Nelda Azhar Nenny Mahyuddin Nita Sofia Nizwadi Jalinus Nizwardi Jalinus Nofelia, Nofrianti Nopita, Levi Novi Hendri Adi Nur Azmi Alwi Nurcahyati Oktoria Oktoria Putra Jaya Putra Ramadoni Sukma Putri Irma Delianti Putri, Monica Rahma Rahma Rahma, Yulia Azika Rahmayami, Maurah Tria RAHMI, ELVI Rahmiati Rahmiati Rahmiati Rara Cantika Refdinal, Refdinal Resmi Darni Resmidarni, Resmidarni Resti Rahmi Khairati Costa Rinaldi, Daniel Rizkayeni Marta Rose Rahmidani Ryan Fikri Ryan Fikri Ryan Fikri Salsabila, Atira Balqis Sandra, Randi Proska Sari, Adha Kurnia Silvina Arifah Sisi, Mardiana Putri Siti Maisyarah Arza Sitompul, Dina Lestari Sofya, Rani Sonali Arta Ully Sri Arita Sukardi Sukardi Sukardi, Sukardi Suriani, Ari Susanto, Risko Agus Syahrul Syahrul Teza Agustina Titin Sriwahyuni Tuazmi, Noferli Vera Irma Delianti Vivi Puspita Wahdi, Yera Wahda Wakhinuddin Wakhinuddin, Wakhinuddin Waskito Waskito Waskito, Waskito Winda Agustiarmi Yandra, Sidik Rama Yanita, Merita Yeka Hendriyani Yeni, Dhea Berliana Rahma Yeni, Nia Febrima Yera Wahda Wahdi Yose Indarta Yose Indarta Yose Indarta Yose Indarta Yose Indarta Yosi Fimala Yovi, Arsil Yuliana Yuliana Yulti, Aatifah Yuni Yuni Meinastria Yustiani Perbina Br Sitepu Zakhrifa Husna Zuhro, Kyranty Putri