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Journal : Voteteknika (Vocational Teknik Elektronika dan Informatika)

PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE NUMBERED HEADS TOGETHER (NHT) TERHADAP HASIL BELAJAR SIMULASI DIGITAL SISWA KELAS X TAV SMKN 2 GUNUNG TALANG Richi Yuliani; Hanesman Hanesman; Almasri Almasri
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 5, No 2 (2017): Juli - Desember 2017
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v5i2.8506

Abstract

The problem in this study is the low average learning outcomes of learners in the subjects of Digital Simulation is under Minimum Criteria of completeness (KKM) which has been established SMKN 2 Mount Talang is 75. This study aims to determine the influence of cooperative learning model type Numbered Heads Together with direct learning model on student learning outcomes in Digital Simulation subjects students Audio Video Engineering at SMKN 2 Mount Talang. The type of this research is experimental research with the design of quasy-experiment with Posttest-Only Control Design design. The research sample is class X TAV 2 as experiment class using cooperative learning model type Numbered Heads Together and class X TAV 1 as control class using direct learning model. Data collection techniques from post-test in the experimental class and control class, then analyzed for homogeneity test, normality test and hypothesis test. From the experimental class research results obtained an average value of 81.15, while the control class get an average value of 76.50. Result of hypothesis calculation at significant level α = 0,05 got titung> ttable that is 3.05> 2.02, because big tcount of ttable, null hypothesis (H0) rejected and alternative hypothesis (Ha) accepted. Can be concluded mean at the real level, this research show that, there is influence of student learning result which signifikan between use of model of cooperative learning model type Numbered Heads Together with direct instruction model on Digital Simulation subject of class X student Audio Video Technique at SMKN 2 Gunung Talang. So the model of learning Numbered Heads Together better in comparison with direct learning model. Keywords: Numbered Heads Together, direct learning model, quasy experimental, learning outcome, eksperimen, control
PENGARUH PEMANFAATAN FASILITAS WI-FI TERHADAPSIKAP BELAJAR MAHASISWA DAN KONTRIBUSINYA TERHADAP INDEKS PRESTASI MAHASISWA PROGRAM STUDI PENDIDIKAN TEKNIK ELEKTRONIKA UNIVERSITAS NEGERI PADANG Renol Fitria Asdi; Almasri Almasri; Sukaya Sukaya
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 4, No 1 (2016): Januari - Juni 2016
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v4i1.6017

Abstract

The background of this research problem is not the maximum grade students of Electronics Engineering Education UNP. This research is a correlational study. The research objective is to reveal how much contribution the use of Wi-Fi and students' attitudes toward student achievement index. The study population numbered 337 people and the sample amounted to 72 students Prodi Electronics Engineering Education at the Department of Electronics Engineering FT-UNP. The sampling technique is done nonprobability Sampling Design withdrawal technique is by incidental sampling technique. Data on student achievement index obtained from students Prodi Electronics Engineering Education at the Department of Electronics Engineering FT-UNP. While data Utilization Wi-Fi facilities and students' learning attitudes collected through questionnaires distributed to students by using a Likert scale has been tested for validity and reliability. The result showed that (1) the use of facilities WI-Fi Influential significantly influence the attitude of students' study program Engineering Education Elktronika UNP 11.32%, (2) use of WI-Fi facilities contribute significantly to the achievement index of Technical Education Study Program UNP Elktronika of 15.14%, (3) the attitude of student learning contribute significantly to the achievement index mahsiswa Education Study program Electrical Engineering UNP by 20.07%. So it can be concluded that the use of the facilities WI-Fi and Attitude of Student Learning Contribute to the achievement index mahsiswa Engineering Education Study program Elktronika UNP, the increasing use of Wi-Fi and the higher the students' learning attitude, the higher the grade the student%. KeyWord :       students motivation, management of the class by the teacher, learning outcomes.
PENGARUH PENGGUNAAN METODE PEMBELAJARAN CONTEXTUAL TEACHING AND LEARNING (CTL) PADA MATA PELAJARAN TEKNIK LISTRIK TERHADAP HASIL BELAJAR SISWA KELAS X DI SMK N 1 PADANG Randi Winanda; Hanesman Hanesman; Almasri Almasri
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 3, No 1 (2015): Januari - Juni 2015
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v3i1.5181

Abstract

This research is aimed to know the difference between Contextual Teaching and Learning model  and Cooperative model in learning ouput in Teknik Listrik for grade X Electronic Engineering of SMKN 1 Padang on entire semester, academic year 2014/2015. This type of research is quasi experimental. Participant were slected by non-probability sampling technique with purposive sampling. 30 students from Class X AVB, which served as a controling class, used Cooperative model. 30 students from Class X AVA, which served as experimental class, used student cooperative type Contextual Teaching and Learning model. Data is collected from the final test then was analyzed for homogeneity testing, normality and hypothesis testing. The result indicates that experimental class has mean 79,6, while controlling class has mean 77,4. The result of hypothessis testing on significant level α=0,05 is 2,01 > 1,70 and the percentage effect 2.84 %. Since the tcount is higher than the t table, then Ho is rejected and Ha is accepted. It can be inferred that Contextual Teaching and Learning model is better than Cooperative  model. Keywords: Contextual Teaching and Learning model, Cooperative  model, Learning outcomes
Perancangan Penyemprot Handsanitizer Otomatis Berbasis Arduino dengan Komunikasi SMS Gateway Rajes Suganda; Almasri Almasri
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 9, No 2 (2021): Vol. 9, No 2, Juni 2021
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v9i2.112592

Abstract

Severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2) yang lebih dikenal dengan nama virus Corona yang menular melalui pernafasan, percikan dahak (droplet) mendorong masyarakat untuk selalu menjaga kesehatan dan kebersihan dengan cara memakai masker dan mencuci tangan. Salah satu cara mencuci tangan yang praktis adalah menggunakan cairan handsanitizer. Pada saat ini sudah banyak sekali handsanitizers yang disediakan di tempat umum yang bisa digunakan bersama oleh masyarakat. Pembuatan alat ini bertujuan menghasilkan hardware dan software penyemprot handsanitizer otomatis menggunakan sensor berat, sensor jarak dan arduino nano sebagai pusat kendali. Alat ini dibuat untuk mengoptimalkan pengguna handsanitizer dalam kehidupan sehari-hari. Proses pembuatan dimulai dengan pemasangan perangkat keras yang terdiri dari masukan, pemroses, keluaran. Pada bagian masukan digunakan sensor jarak yang digunakan untuk mendeteksi tangan pengguna handsanitizer dan sensor berat untuk mendeteksi pengurangan dan penambahan cairan handsanitizer. Pada bagian pemrosesan digunakan arduino nano untuk mengatur seluruh kerja system. Sedangkan pada bagian keluaran digunakan motor servo untuk menggerakan kepala botol handsanitizer untuk mengeluarkan cairan handsanitizer ke tangan pengguna. Serta pompa yang digunakan sebagai pengisi botol handsanitizer dengan cara memindahkan cairan handsanitizer dari tabung besar cairan handsanitizer ke botol semprot handsanitizer. Hasil pembuatan alat ini adalah terciptanya alat penyemprot handsanitizer otomatis berbasis arduino dengan komunikasi SMS gateway. Setelah melakukan percobaan dinyatakan bahwa penyemprot handsanitizer otomatis berbasis arduino ini bekerja sesuai rancangan   Kata kunci: Arduino nano, Corona Virus, Sensor Berat, Sensor Jarak, Handsanitizer Severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2), better known as the Corona virus, which is transmitted through breathing, sputum splashes (doplets) encourage people to always maintain health and cleanliness by wearing masks and washing hands. One of the practical ways to wash your hands is to use handsanitizer liquid. At this time, there are a lot of handsanitizers provided in public places that can be shared by the community. The manufacture of this tool aims to produce hardware and software for automatic handsanitizer spraying using a weight sensor, proximity sensor and arnuino nano as a control center. This tool was created to optimize handsanitizer users in everyday life. The manufacturing process begins with the installation of hardware consisting of inputs, processors, outputs. In the input section, a proximity sensor is used to detect the hands of the handsanitizer user and a weight sensor to detect the reduction and addition of the handsanitiser fluid. In the processing section, Arduino nano is used to regulate the entire system work. Meanwhile, in the output section, a servo motor is used to move the head of the handsanitiser bottle to remove the handsanitizer liquid into the user's hand. As well as a pump that is used as a filler for the handsanitizer bottle by moving the handsanitizer liquid from the large tube of the handsanitizer liquid to the handsanitizer spray bottle. The result of this tool is the creation of an Arduino based automatic handsanitizer sprayer with SMS gateway communication. After conducting the experiment it was stated that the Arduino based automatic handsanitizer sprayer worked according to designAn abstract is a summary of the research that has been made.Keywords: Arduino nano, Corona virus, Weight Sensor, Proximity Sensor, Hand Sanitizer
PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE TEAM ASSISTED INDIVIDUALIZATION TERHADAP HASIL BELAJAR SISWA KELAS X PADA MATA PELAJARAN MENERAPKAN DASAR-DASAR TEKNIK DIGITAL TEKNIK AUDIO VIDEO DI SMKN 1 BATIPUH Wonang Saputra; Thamrin Thamrin; Almasri Almasri
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 5, No 2 (2017): Juli - Desember 2017
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v5i2.8507

Abstract

The problem in this study is the low average learning outcomes of students on subjects Applying Digital Engineering Basics is under the Minimum Criterion of completeness which has been established SMKN 1 Batipuh is 75. This study aims to determine the effect of application of Team Assisted Individualization model to learning outcomes on subjects Applying Digital Engineering Basics in Audio Video Techniques department at SMKN 1 Batipuh. The type of this research is experimental research with pre experimental design with intact group comparison design. The sample of research is class X TAV 2A as experiment class using Team Assisted Individualization model and class X TAV 2B as control class using direct learning model. Data is collected  from post-test in the experimental class and control class, then analyzed for homogeneity, normality and hypothesis test. From the experimental class results obtained an average value of 80.71, while the control class gets an average value of 75.79. The result of hypothesis calculation at significant level α = 0,05 got tcount> ttable that is 2,442 > 2,056, because big tcount of ttable, null hypothesis (H0) rejected and alternative hypothesis (Ha) accepted.itCan be concluded mean at the real level, this research shows that, there is work on of student learning result which signifikan between usage of Team Assisted Individualization type with direct learning model on subjects Applying Digital Engineering Basics of student of Audio Video Technique at SMKN 1 Batipuh. So the Team Assisted Individualization learning model is better than the direct learning model. Keywords: Applying Digital Engineering Basics, Team Assisted Individualization model, direct learning model, pre experimental design, learning outcomes.
Pengembangan Modul Kerja Bengkel dan Gambar Teknik Berbasis Model Problem Based Learning Irna Aulia; Almasri Almasri
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 9, No 2 (2021): Vol. 9, No 2, Juni 2021
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v9i2.111555

Abstract

Penelitian ini bertujuan untuk membuat modul pembelajaran Kerja Bengkel dan gambar teknik berbasis Problem Based Learning. Metode penelitian yang dipakai untuk pengembangan modul ini adalah Research and Development versi Borg dan Gall yang disederhanakan oleh Anik Ghufron. Model pengembangan Borg dan Gall yang disederhanakan Anik Ghufron memiliki empat langkah: 1) Penelitian Awal, 2) Pengembangan, 3) Pengujian Lapangan, 4) Penyebaran Produk. Penelitian ini menggunakan satu cara pengumpulan data dalam bentuk kuesioner validasi. Hasil penelitian menunjukkan bahwa modul yang dikembangkan dinyatakan layak dengan nilai validitas Materi 3.16 dan Media 3.67. Data yang diperoleh menunjukkan bahwa modul pembelajaran Kerja Bengkel dan Gambar Teknik berbasis problem based learning yang dihasilkan layak.Kata kunci : Modul Pembelajaran, Research and development, Validitas, Problem Based LearningThe purpose of this research is to create Workshop Work learning modules and Problem Based Learning-based engineering drawings. The research method used to develop this module is the Research and Development version of Borg and Gall simplified by Anik Ghufron. Anik Ghufron's simplified Borg and Gall development model has four steps: 1) Preliminary Research, 2) Development, 3) Field Testing, 4) Product Deployment. This study uses one way of collecting data in the form of validation questionnaires. The results showed that the module developed was declared feasible with the validity value of Materials Specialist 3.16 and Media Expert 3.67. The data obtained shows that workshop work learning modules and resulting problem-based learning images can be executed.Keywords: Learning Module, Research and development, Validity, Problem Based Learning
RANCANG BANGUN BRANKAS MENGGUNAKAN TWO WAY AUTHENTICATION Ibrahim Risjad; Almasri Almasri
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 6, No 2 (2018): Juli - Desember 2018
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v6i2.102161

Abstract

PENGARUH PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE TEAM GAMES TOURNAMENT TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN TEKNIK ELEKTRONIKA DASAR KELAS X JURUSAN TEKNIK ELEKTRONIKA DI SMK NEGERI 1 SUMATERA BARAT Risqi Fajril; Almasri Almasri; Andris Syukur
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 3, No 1 (2015): Januari - Juni 2015
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v3i1.5182

Abstract

AbstractThis research is aimed to know the difference between Team Games Tournament model  and Cooperative model in learning ouput in Teknik Elektronika Dasar for grade X Electronic Engineering of SMKN 1 Sumatera Barat on entire semester, academic year 2014/2015. This type of research is quasi experimental. Participant were slected by non-probability sampling technique with purposive sampling. 24 students from Class X TAV, which served as a controling class, used Cooperative model. 28 students from Class X Mechatronic, which served as experimental class, used student cooperative type Team Games Tournament model. Data is collected from the final test then was analyzed for homogeneity testing, normality and hypothesis testing. The result indicates that experimental class has mean 79,29, while controlling class has mean 70,17. The result of hypothessis testing on significant level α=0,05 is 4,583 > 1,676 and the percentage effect 12.997 %. Since the tcount is higher than the t table, then Ho is rejected and Ha is accepted. It can be inferred that Team Games Tournament model is better than Cooperative  model. Keywords: Team Games Tournament model, Cooperative  model, Learning outcomes
KONTRIBUSI KREATIVITAS SISWA DAN SARANA PRASARANA TERHADAP HASIL BELAJAR MENERAPKAN DASAR-DASAR ELEKTRONIKA SISWA KELAS X TEKNIK ELEKTRONIKA INDUSTRIDI SMKN 4 PARIAMAN Rahyuni Mutiya; Almasri Almasri; Nelda Azhar
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 5, No 1 (2017): Januari - Juni 2017
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v5i1.6141

Abstract

The background of this research is there are students acquire the learning outcomes below the minimum completeness criteria (KKM) is as much as 55.22%. KKM set schools on the subjects implementing the basics of electronics techniques is 75. The purpose of this study is to reveal the contribution of creativity of students and infrastructure against on learning outcomes.Type of this research is Descriptive Correlational. The study population numbered 67 students and a sample is 41 students. The technique of sampling was done randomly (Simple Random Sampling). Data on student learning outcomes obtained from the teachers implementing the basics of electronics grade X TEI in SMK Negeri 4 Pariaman, and data on creativity of students and infrastructure against collected through question naires distributed to students of class X TEI using the Likert Scale which has been tested for validity and reliability.The data is analyzed using statistical methods with software SPSS Version 16.0. The result showed that: 1) creativity of students and infrastructure jointly contributed 35.2% to the learning outcomes, 2) the creativity of students contributed 10.21% to the learning outcomes, 3) infrastructure against contributed 15,63% on learning outcomes. So the conclude is that creativity of students and infrastructure against together and partially contribute to student learning outcomes, its means that better creativity of students and infrastructure against, then the student learning outcomes obtained would increased. Keywords: Creativity of Students, Infrastructure Against, Learning Outcomes, and Simple RandomSampling.
KONTRIBUSI DISIPLIN BELAJAR DAN LINGKUNGAN SEKOLAH TERHADAP HASIL BELAJAR SIMULASI DIGITAL Rosidi Rayanti; Almasri Almasri
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 7, No 1 (2019): Vol. 7 No.1 Maret 2019
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v7i1.103866

Abstract

The objectives to be achieved in the study are as follows: 1) to find out the magnitude of the contribution of learning discipline and the school environment together on the learning outcomes of digital simulation of class X TKR students at SMK 1 BenerMeriah. 2) To find out the magnitude of the discipline of learning contributions to the learning outcomes of digital simulation of class X TKR students at SMK Negeri 1 BenerMeriah. 3) to find out the size of the contribution of the school environment to the learning outcomes of digital simulation in class X TKR SMK Negeri 1 BenerMeriah. The research method is based on a theory, expert ideas or understanding of research based on experience, then developed into problems that are proposed to obtain justification (verification) in the form of empirical data support in the field. The form of quantitative research the author uses because to find out how the contribution of learning discipline and the school environment to the learning outcomes of digital simulations at SMK Negeri 1 BenerMeriah. The results of the learning discipline hypothesis and the school environment jointly contribute positively to the learning desirability of the digital simulation class X TKR at BenerMeriah Vocational High School 1 11.09%. Learning Discipline contributes to the learning outcomes of the TKR class X digital simulation at SMK Negeri 1 BenerMeriah 3.06%, the school environment contributes positively to the learning outcomes of the TKR class X digital simulation at BenerMeriah Vocational High School 10.30%.Keywords: Contribution of learning discipline, contribution of school environment, learning outcomes.