Claim Missing Document
Check
Articles

Found 16 Documents
Search

Perancangan dan Pembuatan Sistem Kontrol Sliding Gate Otomatis Berbasis Internet Ofithings (IoT) Muhammad Hadiwan Ramadhan; Ilmiyati Rahmy Jasril
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 11, No 2 (2023): Vol. 11, No 2, Juni 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v11i2.121613

Abstract

Tujuan perancangan dan pembuatan sistem kontrol Sliding Gate (Pagar Geser) otomatis berbasis Internet of Things (IoT) untuk menghasilkan alat sistem kontrol Sliding Gate (Pagar Geser) otomatis berbasis Internet of Things (IoT) menggunakan NodeMCU ESP32. Sistem yang dirancang untuk mengontrol membuka dan menutup Sliding Gate (Pagar Geser) secara otomatis serta dapat dimonitoring secara realtime melalui aplikasi smartphone Blynk. Metode yang digunakan adalah Reverse Engineering, metode ini merupakan metode yang menjadikan suatu produk yang telah dianalisa untuk digunakan sebagai acuan guna perancangan dari produk baru dengan pengembangan pada komponen produk tertentu. Cara kerja aplikasi ini menggunakan dua metode pengaplikasiannya yaitu menggunakan aplikasi Smartphone Blynk dan menggunakan sensor RFID. Sliding Gate (Pagar Geser), yang menjadikan modul NodeMCUIESP32 sebagai mikrokontroler pada sistem-sistem yang terhubung ke internet secara keseluruhan. Sistem mengakses data dari Blynk libraries melalui Blynk server kemudian diproses oleh mikrokontroler yang kemudian menampilkannya pada aplikasi smartphone Blynk untuk mengontrol dan memonitoring Sliding Gate (Pagar Geser). Alat ini memiliki inovasi pada proses pengaplikasiannya dari yang sebelumnya manual menjadi otomatis, agar memudahkan dalam pengaplikasiannya.Kata kunci : Sliding Gate , Otomatisasi, NodeMCU ESP32, RFID, Blynk The aim of designing and manufacturing an Internet of Things (IoT)-based automatic Sliding Gate control system is to produce an Internet of Things (IoT)-based automatic Sliding Gate control device using NodeMCU ESP32. The system is designed to control the opening and closing of the Sliding Gate automatically and can be monitored in real time via the Blynk smartphone application. The method used is Reverse Engineering, this method is a method that makes a product that has been analyzed to be used as a reference for the design of new products with the development of certain product components. The way this application works uses two application methods, namely using the Blynk Smartphone application and using an RFID sensor. Sliding Gate, which makes the NodeMCUIESP32 module a microcontroller for internet-connected systems as a whole. The system accesses data from the Blynk library through the Blynk server and is then processed by the microcontroller which then displays it on the Blynk smartphone application to control and monitor the Sliding Gate. This tool has innovations in the application process from previously manual to automatic, to make it easier to apply.Keywords: Sliding Gate, Automation, NodeMCU ESP32, RFID, Blynk 
Training on Powtoon-Based Animated Video Learning Media for English Language Teachers (MGMP): Pelatihan Media Pembelajaran Video Animasi Berbasis Powtoon Bagi Guru-Guru MGMP Bahasa Inggris Rizkayeni Marta Marta; Ilmiyati Rahmy Jasril Jasril; Vera Irma Delianti Vera; Ermita Ermita
CONSEN: Indonesian Journal of Community Services and Engagement Vol. 3 No. 2 (2023): Consen: Indonesian Journal of Community Services and Engagement
Publisher : Institut Riset dan Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57152/consen.v3i2.994

Abstract

This training aims to enhance the quality of education by utilizing technology. The participants are English Language teachers from the MGMP in Lima Puluh Kota, Sumatra Barat, consisting of 19 participants. The training takes place at SMPN 1 Harau, Lima Puluh Kota. It employs lecture-based sessions, discussions, and demonstrations. Evaluation results indicate that the training on Powtoon-based animated video learning media significantly improves the digital literacy of the teachers.
Rancang Bangun Media Interaktif Berbasis Android pada Mata Pelajaran Dasar-Dasar Teknik Elektronika Anisa Kusumawardhani; Ilmiyati Rahmy Jasril; Almasri Almasri; Hanesman Hanesman
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 12, No 1 (2024): Vol. 12, No 1, Maret 2024
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v12i1.127075

Abstract

Media ini dirancang dan dibuat untuk menghasilkan media interaktif berbasis Android pada Mata Pelajaran Dasar-Dasar Teknik Elektronika menggunakan aplikasi Mit App Inventor, Proteus dan Canva. Penelitian ini menggunakan metode waterfall sebagai perancangan dan pembuatan media interaktif yang terdiri dari 5 langkah. Uji validitas dilakukan oleh 4 orang validator yaitu 2 orang ahli media dan 2 orang ahli materi. Hasil dari penilaian kedua validator ahli media secara keseluruhan mendapatkan nilai 92,66% sehingga termasuk dalam kategori “Sangat valid” dan penilaian kedua validator ahli materi secara keseluruhan mendapatkan nilai 96% sehingga termasuk dalam kategori “Sangat valid”. Uji coba atau praktikalitas dilakukan oleh 15 orang peserta didik, hasil dari penilaian mendapatkan nilai 96% sehingga termasuk dalam kategori “Sangat praktis”. Berdasarkan hasil penelitian tersebut, diperoleh bahwa media interaktif berbasis Android menggunakan Mit App Inventor dan Proteus dinyatakan sangat valid dan sangat praktis untuk dapat digunakan sebagai pendukung proses pembelajaran.Kata kunci : Rancang bangun, Media Interaktif, Mit App Inventor, Proteus This media was designed and created to produce Android-based interactive media in the Basics of Electronics Engineering subject using the Mit App Inventor, Proteus and Canva applications. This research uses the waterfall method for designing and creating interactive media which consists of 5 steps. The validity test was carried out by 4 validators, namely 2 media experts and 2 material experts. The results of the assessment of the two media expert validators overall got a score of 92.66% so they are included in the "Very valid" category and the overall assessment of the two material expert validators got a score of 96% so they are included in the "Very valid" category. Trials or practicality were carried out by 15 students, the results of the assessment received a score of 96% so they were included in the "Very practical" category. Based on the results of this research, it was found that Android-based interactive media using Mit App Inventor and Proteus was declared very valid and very practical to be used as a support for the learning process.Keywords: Design, Interactive Media, Mit App Inventor, Proteus
Rancang Bangun Media Pembelajaran Interaktif Menggunakan Aplikasi Canva pada Mata Pelajaran Dasar-Dasar Elektronika Sry Wahyuni; Ilmiyati Rahmy Jasril; Bayu Ramadhani Fajri; Winda Agustiarmi
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 12, No 1 (2024): Vol. 12, No 1, Maret 2024
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v12i1.125796

Abstract

Tujuan penelitian ini adalah menghasilkan media pembelajaran interaktif pada mata pelajaran dasar-dasar elektronika  yang valid dan praktis untuk peserta didik kelas X Teknik Audio Video di SMK Negeri 5 Padang. Metode yang digunakan dalam penelitian ini yaitu metode Reseach and Development (Penelitian dan Pengembangan) dengan model pengembangan 4-D (Four D) terdiri atas 4 tahap utama yaitu: Define (Pendefinisian), Design (Perancangan), Develop (Pengembangan), dan Disseminate (Penyebaran). Pada penelitian pengembangan ini dibatasi sampai pada tahap 3 yaitu Develop (Pengembangan). Tahap pengembangan dilakukan penilaian berupa uji validitas dan kepraktisan dari media pembelajaran berbasis Canva. Validasi ahli media menghasilkan persentase rata-rata keseluruhan sebesar 91,5%, untuk kategori sangat valid sedangkan validasi ahli materi menghasilkan persentase rata-rata keseluruhan sebesar 91,76%, untuk kategori sangat valid. Pada uji praktikalitas juga memanfaatkan angket dengan responden yang terdiri dari 15 peserta didik mendapatkan rata-rata penilaian 95,40% yang dikategorikan “Sangat Praktis. Berdasarkan hasil  diatas dapat disimpulkan bahwa media pembelajaran interaktif menggunakan aplikasi Canva ini layak digunakan sebagai media pembelajaran interaktif karena sudah teruji kevalidan dan kepraktisannya. Kata kunci : Media pembelajaran interaktif , Canva, dan Dasar-Dasar Elektronika The aim of this research is to produce interactive learning media on the basics of electronics subject that is valid and practical for class X Audio Video Engineering students at SMK Negeri 5 Padang. The method used in this research is the Research and Development method with a 4-D (Four D) development model consisting of 4 main stages, namely: Define, Design, Develop and Disseminate. This development research is limited to stage 3, namely Develop. In the development stage, an assessment was carried out in the form of testing the validity and practicality of the Canva-based learning media. Media expert validation produced an overall average percentage of 91.5%, for the very valid category, while material expert validation produced an overall average percentage of 91.76%, for the very valid category. The practicality test also utilized a questionnaire with respondents consisting of 15 students getting an average rating of 95.40% which was categorized as "Very Practical. Based on the results above, it can be concluded that interactive learning media using the Canva application is suitable for use as interactive learning media because its validity and practicality have been tested.Keywords: Interactive learning media, Canva, and Basics of Electronics
Contribution of Teacher Readliness and Learning Facilities to the Implementation of the Independent Curriculum at SMK Negeri 5 Padang Putri Ardini; Efrizon Efrizon; Ilmiyati Rahmy Jasril; Dedy Irfan
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 13, No 1 (2025): Voteteknika (Vocational Teknik Elektronika dan Informatika)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v13i1.133028

Abstract

Teachers' preparedness and sufficient learning resources are necessary for vocational schools to adopt the Independent Curriculum (Kurikulum Merdeka). This study aims to investigate the effects of learning resources and teacher preparation on SMK Negeri 5 Padang`s implementation of the Independent Curriculum. 18 teachers from the departments of electrical installation and electronics were given questionnaires to complete in order to gather data for the study, which uses a quantitative correlational approach. According to the results, learning facilities account for 23% of the implementation of the Independent Curriculum, while teacher preparedness accounts for 37.2%. Additionally, the combined effect of these two elements is 46.4%, indicating that the availability of learning facilities and teacher preparedness are both essential for the successful implementation of the curriculum. According to the study, in order to maximize the effectiveness of the Independent Curriculum, schools should improve learning infrastructure and teacher training.
Pengaruh Model Pembelajaran Project Based Learning Terhadap Hasil Belajar Siswa SMK Negeri 1 Guguk Pinto Ananda Putra; Hanesman Hanesman; Ilmiyati Rahmy Jasril; Hendra Hidayat
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 12, No 2 (2024): Vol. 12, No 2, Juni 2024
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v12i2.125490

Abstract

Persaingan dunia pendidikan di era globalisasi saat ini semakin ketat dan terbuka. Masalah terbesar yang sering muncul ketika meningkatkan mutu pendidikan yaitu rendahnya kualitas proses belajar mengajar yang dilakukan oleh para guru saat ini. Salah satu upaya guru untuk meningkatkan mutu pendidikan adalah dengan mengganti model pembelajaran yang monoton atau konvensional dengan model pembelajaran yang sesuai dan diminati oleh siswa. Salah satunya model pembelajaran project Based Learning yang menekankan pada partisipasi aktif siswa dalam proyek-proyek yang memerlukan pemecahan masalah, penelitian, dan penerapan konsep-konsep yang dipelajari. Tujuan dari penelitian ini adalah untuk mengetahui pengaruh peningkatan nilai hasil belajar siswa pada mata pelajaran Perbaikan Perawatan Peralatan Audio Video (P3AV) dengan menggunakan model Project Based Learning dibandingkan dengan model pembelajaran konvensional. Penelitian ini bersifat kuantitatif dan melibatkan analisis data deskriptif, validitas, reliabilitas, serta pengujian hipotesis dengan menggunakan perangkat lunak Microsoft Excel. Hasil analisis data menunjukkan bahwa hasil belajar mengalami peningkatan setelah diterapkan model project based learning, hal ini dapat dilihat dari hasil t Stat (5,652184951) > t Critical two-tail (2,085963447) yang berarti ada pengaruh model project based learning terhadap hasil belajar siswa SMK Negeri 1 Guguk  Kelas XII pada mata pelajaran P3AV.Kata kunci : Pendidikan, project Based Learning, hasil belajar, P3AV The competition in the world of education in today's era of globalization is becoming more stringent and open. The biggest problem that often arises when improving the quality of education is the low quality of the teaching process that teachers use today. One of the teachers' efforts to improve the quality of education is to replace a monotonous or conventional learning model with a suitable learning model that is in demand by students. One of them is a project based learning model that emphasizes the active participation of students in projects that require problem-solving, research, and application of the concepts learned. The aim of this research is to determine the effect of increasing student learning outcomes in the Audio Video Equipment Maintenance Repair (P3AV) subject using a project based learning model compared to conventional learning models. This research is quantitative in nature and involves descriptive data analysis, validity, reliability, and hypothesis testing using Microsoft Excel software. The results of data analysis show that learning outcomes have increased after implementing the project based learning model, this can be seen from the results of t Stat (5.652184951) > t Critical two-tail (2.085963447) which means there is an influence of the project based learning model on the results students studying at SMK Negeri 1 Guguk Class XII in the P3AV subject.Keywords: Education, project based learning, learning outcomes, P3AV.