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Pengembangan multimedia pembelajaran teknik komputer berbasis augmented reality untuk siswa madrasah bidang studi informatika Adriansyah Adriansyah; Asrul Huda; Riki Mukhayar; Ambiyar Ambiyar
JRTI (Jurnal Riset Tindakan Indonesia) Vol. 7 No. 1 (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 | DOI: 10.29210/30031503000

Abstract

Implementasi multimedia pembelajaran disekolah belum maksimal sehingga siswa kurang aktif dan kreatif dalam proses pembelajaran. Penelitian dilakukan di MAS TI Canduang. Tujuan penelitian ini adalah mendeskripsikan multimedia pembelajaran berbasis Augmented Reality yang valid, praktis, dan efektif pada Mata Pelajaran Teknik Komputer. Penelitian ini menggunakan metode Research and Development (R&D) dengan prosedur pengembangan ADDIE (Analysis, Design, Development, Implementation and Evaluations). Teknik analisis data menggunakan teknik analisis deskriptif untuk mendeskripsikan nilai validitas, kepraktisan, dan keefektifan multimedia pembelajaran berbasis Augmented Reality. Hasil dari penelitian pengembangan ini adalah: (1) Menghasilkan multimedia pembelajaran berbasis Augmented Reality, (2) Validitas multimedia pembelajaran berbasis Augmented Reality dinyatakan valid dengan kategori nilai 0,88>0,61, (3) Praktikalitas multimedia pembelajaran berbasis Augmented Reality berdasarkan dua respon guru dengan nilai rata-rata 89,4 dengan kategori sangat praktis dan 21 respon siswa dengan nilai rata-rata 85,83 dengan kategori sangat praktis, (4) Efektivitas multimedia pembelajaran berbasis Augmented Reality dinyatakan efektif dalam meningkatkan hasil pembelajaran. Berdasarkan hasil penelitian dapat disimpulkan bahwa multimedia pembelajaran berbasis Augmented Reality valid, praktis, dan efektif untuk digunakan sebagai multimedia pembelajaran pada mata pelajaran Teknik Komputer.
Canva-Based Animation Comic Video Media in Informatics Learning Liza Mustika Sari; Asrul Huda; Hansi Effendi; Muhammad Giatman
Jurnal Penelitian Pendidikan IPA Vol 10 No 10 (2024): October
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i10.8514

Abstract

This study aims to develop Canva-based animated comic video learning media that are valid, practical, and effective for Informatics in Grade VIII at SMP N 14 Padang. The research adopts a Research and Development (R&D) approach, applying the 4D model—Define, Design, Develop, and Disseminate. Primary data were collected from validators, teachers, and students, with descriptive and inferential analysis used to evaluate media validity, practicality, and effectiveness. Results show the media to be valid, scoring 0.963 for media and 0.975 for material aspects. The media is also highly practical, with teacher ratings at 97.04% and student ratings at 93.14%. Effectiveness is indicated by a Gain Score of 0.69 (medium category) and a significant improvement in student learning outcomes, as confirmed by t-test results (Sig. 2-tailed = 0.000; tcount > ttable). The findings confirm that Canva-based animated comic videos significantly enhance student learning outcomes over conventional methods.
The Impact of the Project-Based Learning (PjBL) Model Assisted by Liveworksheet Media on Critical Thinking Skills of Vocational High School Students Rika Defira; Asrul Huda; Muhammad Anwar; Ambyar Ambyar
Jurnal Penelitian Pendidikan IPA Vol 10 No 10 (2024): October
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i10.8785

Abstract

This study investigates the effectiveness of the Project-Based Learning (PjBL) model integrated with Liveworksheet media in enhancing the critical thinking skills of vocational high school students. Employing a true experimental design with a pretest- posttest control group approach, the research compared two groups: the experimental group using PjBL with Liveworksheet and the control group receiving conventional instruction. Data collected from pretest and posttest assessments revealed that the experimental group demonstrated a significant improvement in critical thinking skills, with an average posttest score of 81, compared to 64 in the control group. The pretest scores showed no significant differences between the groups, indicating a similar starting point. Post-intervention results were analyzed using statistical tests, confirming the normal distribution and equal variances of data. The hypothesis testing further validated a substantial difference in critical thinking skills, favoring the PjBL model with Liveworksheet media. These results underscore the effectiveness of this innovative teaching approach in fostering critical thinking skills among vocational students
A Web-Based Library Management System with Notifications and AI-Powered Search at SMAN 1 Tambang Ilvi Maulidya Nurulisa; Asrul Huda; Dedy Irfan; Vera Irma Delianti
Jurnal Vokasi Teknik Informatika Vol 6 No 2 (2026)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/qg572250

Abstract

Secondary school libraries in Indonesia largely remain dependent on manual or semi-digital record-keeping even as digital library adoption grows at the university level, creating gaps in data accuracy, user access, and accreditation readiness. This study addresses that gap by designing and developing a web-based library management system for SMAN 1 Tambang that integrates five functionalities which, based on the literature reviewed in this study, have not previously been reported within a single school library management system: AI-powered natural-language search using the Gemini API, automated WhatsApp overdue notifications via the Fonnte API, six-role access control, digital rights management (DRM) for digital collections, and QRIS-based fine payment through Midtrans. The system was developed using the Waterfall method, Laravel 12, MySQL, and Bootstrap 5. Black Box Testing across 30 scenarios achieved a 100% success rate. The AI search feature achieved an overall Precision of 69.23%, Recall of 75.00%, and F1-Score of 71.96%, with an average response time of 866 ms, while Load Testing recorded a 0.00% error rate under loads of 10–100 concurrent users. User Acceptance Testing involving 30 respondents yielded a mean score of 4.30 out of 5.00 ("Very Good"), supported by a valid and reliable instrument (Cronbach's Alpha = 0.9428). These findings demonstrate the technical feasibility of integrating AI-powered search, automated notifications, DRM, and digital payment within a unified school library management platform while improving both operational efficiency and service quality.
Peningkatan Kreativitas KBA Tabek dalam Promosi Olahan Produk Melalui Pelatihan Desain Grafis dan Digital Printing Yasdinul Huda; Elfi Tasrif; Asrul Huda
Suluah Bendang: Jurnal Ilmiah Pengabdian Kepada Masyarakat Vol 25, No 2 (2025): Suluah Bendang: Jurnal Ilmiah Pengabdian kepada Masyarakat
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/sb.06970

Abstract

Pendidikan dan pelatihan menjadi salah satu upaya strategis dalam membantu masyarakat bangkit dan pulih pascadampak COVID-19. Kelompok ekonomi kreatif Jorong Tabek yang tergabung dalam Kampung Berseri Astra (KBA) merupakan salah satu komunitas terdampak dalam menggerakkan dan mempromosikan usaha ekonominya. Mitra belum memiliki kemasan produk dan souvenir (handicrafts) khas Tabek, serta promosi yang dilakukan belum mendapat sentuhan teknologi sehingga daya saing produk masih rendah, padahal produk olahan yang dihasilkan memiliki potensi besar untuk dikembangkan. Program pengabdian kepada masyarakat Universitas Negeri Padang memberikan solusi berupa pendampingan dan pelatihan desain grafis serta digital printing untuk menghasilkan label kemasan dan media promosi yang menarik. Metode pelatihan dilaksanakan melalui pendekatan blended learning yang terdiri atas tahapan perancangan program sesuai kebutuhan mitra, pelatihan daring melalui Zoom, dan pelatihan luring berupa praktik langsung desain kemasan serta sablon digital. Kegiatan ini diikuti oleh 16 peserta dari 8 kelompok usaha dengan produk unggulan seperti gula aren, gula tebu, keripik talas, dan batik tangan Tabek. Hasil evaluasi menunjukkan peningkatan pemahaman peserta tentang digital printing dari 29% menjadi 95%, serta 94% peserta menyatakan minat tinggi untuk mengimplementasikan keterampilan yang diperoleh. Mayoritas peserta menilai kualitas materi dan kompetensi instruktur dalam kategori baik hingga sangat baik. Dengan demikian, pelatihan ini berhasil meningkatkan kreativitas dan keterampilan kelompok ekonomi kreatif KBA Tabek dalam mendesain kemasan produk secara mandiri, sehingga produk olahan lokal memiliki daya saing yang lebih baik di pasar.