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Development of Desktop Application with Three Dimensional (3D) Pageflip Professional Based on Network Design and Construction Class XI TKJ Ayu Hidayati; Dedy Irfan; Asrul Huda
Jurnal Sistem Komputer dan Informatika (JSON) Vol 4, No 1 (2022): September 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/json.v4i1.4396

Abstract

This research and development aims to produce products in the form of E-Modules or electronic modules based on three dimensions (3d) Pageflip Professional in NETWORK DESIGN AND BUILDING Subjects (RBJ) Class XI Computer and Network Engineering (TKJ) at SMK Negeri 2 Padang. After the validity test has been carried out by the experts, the overall assessment of the validator test on the E-Modul or electronic applicationbased on three dimensions (3d) Pageflip Professional in the NETWORK DESIGN AND BUILDING (RBJ) Subject is 89.94%, so that the level of validity can be interpreted as valid. . The results of the overall practicality test assessment of the E-applicationbased on 3d Pageflip Professional in the NETWORK DESIGN AND BUILDING (RBJ) Eye is 89.50%, so that the practicality level can be interpreted as very practical to use. The results of the overall effectiveness test assessment of the effectiveness of the 3d Pageflip Professional-based E-Modul in NETWORK DESIGN AND BUILDING (RBJ) subjects are 90.63%, so that the level of effectiveness can be interpreted as very effective to use.
Development of Android-Based Network Service Technology Learning Media for Vocational Middle School Students Helmiza Helmiza; Dedy Irfan; Asrul Huda
Jurnal Sistem Komputer dan Informatika (JSON) Vol 4, No 1 (2022): September 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/json.v4i1.4384

Abstract

Information and communication technology have developed along with globalization so that interaction and information delivery will quickly. One of the problems in education that is a priority to immediately find a solution is the problem of the quality of education, especially the quality of learning. From various existing conditions and potentials, efforts that can be made regarding quality improvement in schools are to develop a student-oriented learning system (children center) and facilitate students' needs for learning needs that are challenging, active, creative, innovative, practical, and fun with developing and implementing Information and Communication Technology-based learning This research is a Research and Development research with the media development model used referring to the type of Four-D development consisting of 4 stages, namely Define (defining), Design (design), Develop (development) and Disseminate (dissemination) which is carried out in Vocational High School class XI Computer and Network Engineering. The test subjects in this study were students of class XI Computer and Network Engineering SMK. The results of the three validators' overall assessment of the validator test assessment of Android-Based Learning Media is 94.28%, so the level of validity can be interpreted as Very Valid for use. Overall, the practicality assessment of Android-Based Learning Media as a learning resource is 88.46%, so the practicality level can be interpreted as Very Practical to use. As well as the assessment of the effectiveness of the Android-Based Learning Media of 90.86%, so that the level of effectiveness can be interpreted as very good for use.
PENGEMBANGAN SISTEM COMPUTER ADAPTIVE TEST (CAT) DENGAN PENDEKATAN ITEM RESPONSE THEORY (IRT) Firdaus Firdaus; Asrul Huda; Dedy Irfan; Yeka Hebdriyani
EDUTECH Vol 21, No 3 (2022)
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/e.v21i3.51978

Abstract

This study aims to produce a Computer Adaptive (CAT) system with an Items Response Theory (IRT) approach in Multimedia for Students of SMK Negeri 1 Gunung Talang. This research is a research on the development of a web-based system using the RD (Research and Development) method by applying the 4-D (Four-D) models. Basically this system is almost the same as the CBT (Computer Based Test) system, the difference from this system is that the system is able to randomize and give questions according to the ability of the test takers by using the Items Response Theory (IRT) algorithm. This system uses the Items Response Theory 3-PL model in which the parameters of this model are the level of difficulty of the items, the discriminating power of the questions and the questioning or distraction. This test system will give questions randomly to students based on the test takers' responses to the previous questions, In this system, each test taker will never get the same order of questions. Termination of the test when the test taker has reached the level of accuracy of the ability estimate, namely SE = 0.01 or if the items have been exhausted. The result of this research is a Computer Adaptive Test (CAT) system with an Items Response Theory (IRT) approach, which can be used in the process of assessing student learning outcomes. The implementation of this research is applied in the Multimedia Department of SMK Negeri 1 Gunung Talang with Printing Graphic Design Subjects.
EVALUASI PENGGUNAAN KONTEN H5P PADA LEARNING MANAGEMENT SYSTEM UNIVERSITAS NEGERI PADANG; PERSPEKTIF MAHASISWA Mohamad Amin; Ta’ali Ta’ali; Asrul Huda; Dedy Irvan
EDUTECH Vol 21, No 3 (2022)
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/e.v21i3.51801

Abstract

 Moodle has provided a variety of plugins to accommodate the needs of online learning activities. One of them is H5P which can increase the interactivity of content presented in the Learning Management System (LMS). Based on monitoring through the UNP Executive Information System (SIE), only 0.085% used H5P out of 10,593 course sessions. The results of observations showed that sessions using H5P also show that there is an inappropriate use of H5P. This needs to be evaluated with the aim of revealing the student's perspective on the use of H5P and the obstacles that students face while using H5P-based content. This research is a descriptive study using a non-experimental design with a cross-sectional quantitative approach conducted at Universitas Negeri Padang. The research sample selected using the purposive sampling method was given a questionnaire that assessed aspects of the usability, integration, impact, and characteristics of the H5P content. The results show that the student's perspective on H5P as an interactive learning medium to support the LMS of Universitas Negeri Padang is very positive both in terms of usability, integration, impact, and characteristics of the material, although there are still students who think that it is not optimal because of the obstacles students face. Therefore, in order to optimize the use of H5P content for students, lecturers, and universities, it is important to consider issues related to networks, devices, technical use of H5P, work orders, navigation, and time as summarized in this study.Moodle telah menyediakan beragam plugin untuk mengakomodasi kebutuhan aktivitas pembelajaran online. Salah satunya adalah H5P yang dapat meningkatkan interaktivitas konten yang disajikan di Learning Management System (LMS).  Berdasarkan pantauan melalui sistem, hanya 0,085% yang menggunakan H5P dari 10.593 sesi mata kuliah. Hasil observasi terhadap sesi mata kuliah yang menggunakan H5P juga menunjukkan bahwa ada penggunaan H5P yang kurang tepat. Hal ini perlu dievaluasi dengan tujuan mengungkap bagaimana perspektif mahasis terhadap penggunaan H5P dan kendalah yang mahasiswa hadapi selama menggunakan konten berbasis H5P. Penelitian ini merupakan penelitian deskriptif menggunakan desain non-eksperimental dengan pendekatan kuantitatif cross sectional yang dilakukan di Universitas Negeri Padang. Sampel penelitian yang dipilih dengan metode purposive sampling diberikan angket yang menilai aspek kegunaan, integrasi, dampak, dan karakteristik konten H5P. Hasilnya menunjukkan bahwa  perspektif mahasiswa terhadap H5P sebagai media pembelajaran interaktif untuk mendukung LMS Universitas Negeri Padang sangat positif baik dari aspek kegunaan, integrasi, dampak dan karakteristik materi, meskipun masih terdapat mahasiswa yang menilai tidak maksimal karena kendala yang mahasiswa hadapi. Jadi, untuk optimalisasi penggunaan konten H5P mahasiswa, dosen, dan perguruan tinggi penting mempertimbangkan masalah terkait jaringan, perangkat, teknis penggunaan H5P, perintah kerja, navigasi, dan waktu seperti yang dirangkum pada penelitian ini.
Analisis Quality of Service Jaringan Wireless untuk Teknologi Streaming Rudi Yanto; Dedy Irfan; Asrul Huda
Jurnal Pendidikan Informatika (EDUMATIC) Vol 6, No 2 (2022): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v6i2.5840

Abstract

Wireless network services can be known for their quality with the Quality of Service (QoS) method.  This method can measure the quality of streaming services in terms of throughput, delay, packet loss, and jitter. The purpose of this study was to analyze wireless network QoS for streaming technology. This type of research is quantitative with observation methods using the Wireshark application and compared with TIPHON standards. The target of the ICONNET ISP wireless survey on Jalan Nusantara km. 13 Tanjungpinang Timur District. The parameters for measuring QoS use four parameters, namely throughput, delay, packet loss, and jitter. Our findings show that the throughput of obtaining index value is 3.67 and is at a good level. Furthermore, the delay value has an average index of 4 with the best level. Meanwhile, the jitter obtained an index value of 3 at a good level, while the packet loss value obtained an index of 3.3 and had a good level. Based on the results of this study, the quality of ICONNET ISP wireless network services when accessing streaming technology shows data speed instability, data delays, and lost data packets. However, the network quality is still in the "Good" level in terms of throughput, jitter, and packet loss parameters, and the "Best" level in terms of the delay parameter.
Perancangan Media Pembelajaran Pengenalan Sistem Tata Surya Berbasis Mobile Augmented Reality Pada Mata Pelajaran IPA Kelas VI SD Vera Indriani; Resmi Darni; Yeka Hendriyani; Asrul Huda; Agariadne Dwinggo Samala
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.v11i2.122818

Abstract

Pendidikan terus berkembang mengikuti perkembangan zaman, termasuk gaya belajar siswa. Siswa Sekolah Dasar saat ini termasuk generasi Z yang cenderung belajar secara visual dan praktis melalui interaksi dengan teknologi, seperti simulasi, game, atau aktivitas interaktif. Oleh karena itu, guru perlu memanfaatkan teknologi dalam proses pembelajaran. Pengembangan Aplikasi Augmented reality ini bertujuan agar siswa dapat mempelajari materi pengenalan sistem tata surya dengan melihat kombinasi objek maya 2D atau 3D kemudian memproyeksikannya ke dunia nyata untuk memudahkan pemahaman siswa. Aplikasi Media Pembelajaran Pengenalan Sistem Tata Surya Berbasis Mobile Augmented reality Mata Pelajaran IPA kelas VI SD yang sudah mengintegrasikan kompetensi dasar, indikator, animasi sistem tata surya, AR dari masing-masing planet, evaluasi, panduan dan akses guru untuk melakukan perubahan isi dari aplikasi. Hal ini bermaksud agar aplikasi ini membuat pembelajaran lebih menarik, yang akan meningkatkan minat siswa karena mereka dapat menggunakannya untuk mengulang pelajaran seperti bermain game yang dapat mereka gunakan di mana saja. Aplikasi ini telah menjalani uji validasi dari ahli media dan materi. Hasil uji validitas menunjukkan bahwa ahli media mendapat skor 98% dan ahli materi 94%.Kata kunci : Generasi Z, Augmented reality, Tata Surya, Ilmu Pengetahuan Alam, Android. Education is constantly evolving to keep up with the changing times, as well as the learning styles of students.Therefor, Elementary school students today are part of Generation Z, who tend to learn visually and practically through interaction with technology, such as simulations, games, or interactive activities. Therefore, teachers need to make use of technology in the learning process. The development of an Augmented reality application aims to enable students to learn about the solar system by viewing a combination of two or three-dimensional virtual objects projected onto the real world, thus facilitating student understanding. The Android-based Learning Media Application for Introduction to the Solar System Based on Augmented reality for Science Class VI Elementary School has integrated basic competencies, indicators, solar system animation, AR from each planet, evaluations, guidelines, and teacher access to change the application's content. With the help of this application, it is expected that learning will become more interactive, which can increase student interest in learning. This is intended to make learning more interesting, increasing student interest because they can use it to review lessons like playing games that they can use anywhere. The application has undergone validation testing by media and material experts. The validity test results show that media experts received a score of 98%, and material experts received 94%.Keywords: Generation Z, Augmented reality, Solar System, Science, Android.
Virtual Reality Simulation Design For The Use Of Personal Protection Equipment For The Pertamina Refinery Area Bayu Ramadhani Fajri; Azwil Danul Lailil Fitri; Yasdinul Huda; Asrul Huda; Janifan Christy
Jurnal Teknologi Informasi dan Pendidikan Vol 16 No 1 (2023): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v16i1.709

Abstract

Occupational safety and health are very important to pay attention to, especially for workers in the field. Personal protective equipment is a tool that can reduce the risk of work accidents. The Pertamina Company requires workers to carry out training on the use of personal protective equipment in Pertamina's demo room. The problem that often occurs is the limited space for conducting simulations if many workers take part in the training simultaneously, they have to queue first to enter the demo room. The final result of this research is to produce a virtual reality demo room application to save training time on the use of personal protective equipment. The stages in making the Virtual Reality demo room application include analysis, methods, design, development, and validation. The process of analyzing the Virtual Reality demo room application includes analyzing system requirements and using the waterfall method. The design of the virtual reality demo room application uses Unity and Blender software for 3D assets and animation. The Virtual Reality demo room application has passed the validation test stage in terms of media, software, and benefits obtained a score of 86.
Perancangan Rule-Based Classification bagi Guru Baru Teknik Informatika Ary Ramadhan; Asrul Huda; Syerlie Annisa; Irman Efendi
SATIN - Sains dan Teknologi Informasi Vol 8 No 2 (2022): SATIN - Sains dan Teknologi Informasi
Publisher : STMIK Amik Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (277.376 KB) | DOI: 10.33372/stn.v8i2.919

Abstract

Guru dan dosen memiliki kewajiban untuk menetapkan kualifikasi akademik, kompetensi, sertifikat pendidik, sehat jasmani dan rohani, serta memiliki kemampuan untuk mewujudkan tujuan pendidikan nasional (Peraturan Pemerintah, 2005). Guru Teknik Informatika yang belum mengetahui kualifikasi konsentrasi secara ilmiah cenderung mengajar pada bidang konsentrasi yang salah. Hal ini didapatkan berdasarkan wawancara dengan beberapa guru Teknik Informatika yang menyatakan bahwa alasan mengajar pada konsentrasi yang tidak sesuai bidang keilmuannya dikerenakan tidak mengetahui konsentrasi apa yang dikuasai. Penelitian ini bertujuan untuk memetakan kualifikasi guru jurusan Teknik Informatika sesuai dengan kompetensi yang dimiliki pada masa yang akan datang. Penelitian ini menggunakan jenis klasifikasi rule-based classification untuk menemukan fungsi prediksi yang mengelompokkan guru berdasarkan kualifikasi. Rule-based classification dapat mengklasifikasi sejumlah sentimen dengan menggunakan aturan yang dapat dibentuk sesuai kondisi yang dibutuhkan dalam penelitian. Berdasarkan aturan tersebut, dapat diketahui pengklasifikasian guru baru jurusan Teknik Informatika dibagi ke dalam tiga konsentrasi, yaitu Multimedia, Rekayasa Perangkat Lunak, dan Teknologi Komputer. Rule yang digunakan terdiri dari 21 rule yang telah dikembangkan bersama professional yang memiliki kompetensi dibidangnya. Berdasarkan hasil uji efektivitas rule yang dikembangkan terlihat dari capaian keberhasilan pengkualifikasian terhadap 30 orang responden.
Design of Augmented Reality As a Learning Media Application On Network Topology and Network Topology Lessons In Vocational Middle School Andhika Herayono; Dedy Irfan; Asrul Huda
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : Syntax Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (136.507 KB) | DOI: 10.36418/syntax-literate.v7i9.9549

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This research is the initial stage of a research on learning media, namely the design of the learning media itself. in this study, it will be explained and attached what underlies the author to design a learning media, especially 3D-based media combined into an android application, with the ADDIE method which will be the basic method of design to field research, namely in vocational high schools in topology subjects. network. but in this study it is limited to the design of the application itself first as the first step in seriousness in carrying out this ADDIE research and design method. which is later expected that if the initial design of an application concept as a learning media can be well received, a study will be made and developed which specifically examines the feasibility, effectiveness and validation survey of this application itself so that later this study is expected to be further developed and developed. more in the future
Rancang Bangun Sistem Informasi Mading Kepegawaian Berbasis Android Fakultas Teknik Universitas Negeri Padang Rachmah Nanda Octhavira; Resmi Darni; Asrul Huda; Geovanne Farell
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 11, No 3 (2023): Vol. 11, No 3, September 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v11i3.122917

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Universitas Negeri Padang memiliki banyak informasi penting yang disampaikan untuk setiap fakultas yang ada, termasuk salah satunya Fakultas Teknik. Oleh karena itu, Fakultas Teknik Universitas Negeri Padang membutuhkan media digital yang dapat membantu penyampaian informasi agar lebih cepat tersampaikan. Sehingga perlunya Fakultas Teknik Universitas Negeri Padang dikembangkan aplikasi mading berbasis android yang memudahkan pengguna untuk dapat mengakses informasi tersebut. Metode yang digunakan pada pengembangan sistem ini yakni metode pengembangan perangkat lunak Waterfall. Metode Waterfall ini terdiri dari 5 tahapan, yakni Analyze (Analisis), Design (Perancangan), Development (Pengembangan), Testing (Pengujian), serta Maintenance (Pemeliharaan). Dengan menggunakan metode ini, tahap yang dilalui harus menunggu selesai tahap sebelumnya serta berjalan berurutan. Arsitektur sistem ini berbasis Model-View-Controller menggunakan framework CodeIgniter dengan bahasa pemrograman PHP. Berdasarkan hasil pengujian, Sistem Informasi Mading Kepegawaian ini menunjukkan hasil fungsi aplikasi dengan akurasi 100%. Ini menandakan bahwa sistem telah bekerja sesuai dengan yang diharapkan tanpa kesalahan yang signifikan. Dengan demikian, dapat disimpulkan bahwa Sistem Informasi Mading Kepegawaian Berbasis Android Fakultas Teknik Universitas Negeri Padang merupakan solusi yang efektif dan akurat untuk meningkatkan efisiensi dalam penyampaian informasi kepegawaian di lingkungan akademik tersebut.Kata kunci : Informasi, Android, Waterfall, CodeIgniter, Mading  Padang State University has a lot of important information that is conveyed to each of the existing faculties, including the Faculty of Engineering. Therefore, the Faculty of Engineering, Padang State University needs digital media that can help convey information so that it can be conveyed more quickly. So it is necessary for the Faculty of Engineering, Padang State University to develop an Android-based bulletin application that makes it easier for users to be able to access this information. The method used in developing this system is the Waterfall software development method. The Waterfall method consists of 5 stages, namely Analyze, Design, Development, Testing, and Maintenance. By using this method, the stages passed must wait for the completion of the previous stage and run sequentially. This system architecture is based on Model-View-Controller using the CodeIgniter framework with the PHP programming language. Based on the test results, this Civil Service Mading Information System shows the results of the application function with 100% accuracy. This indicates that the system has worked as expected without significant errors. Thus, it can be concluded that the Android-based Staffing Mading Information System, Faculty of Engineering, Padang State University is an effective and accurate solution for increasing efficiency in delivering staffing information in the academic environment. Keywords: Information, Android, Waterfall, CodeIgniter, Mading