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Development of a CBT Application Using a Prototype Method for Major Determination Based on Talents and Interests Musdalipa Mahyeandra; Ika Parma Dewi; Rizkayeni Marta; Lativa Mursyida; Hafizul Fahri Hanafi
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.
PELATIHAN RIAS PANGGUNG DAN RIAS KARAKTER SERTA VIDEO DOKUMENTASI UNTUK EVALUASI KEGIATAN P5 Mitra Lusiana; Vici Syahril Chairani; Rizkayeni Marta
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 6 No. 2 (2025): Volume 6 No. 2 Tahun 2025
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v6i2.43464

Abstract

Penelitian ini bertujuan meningkatkan keterampilan guru-guru MGMP Seni Budaya di Kabupaten Tanah Datar dalam merias wajah panggung, karakter, dan pembuatan video dokumentasi seni. MGMP Seni Budaya merupakan komunitas guru mata pelajaran Seni Budaya. Pelatihan ini dilakukan untuk mengatasi kendala yang dihadapi siswa dalam merias wajah untuk pertunjukan seni, yang mengharuskan siswa mencari bantuan di salon kecantikan dengan biaya tambahan. Metode pelaksanaannya meliputi ceramah dan tanya jawab, refleksi dan praktik, serta bimbingan. Hasil pelatihan menunjukkan peningkatan yang signifikan dalam keterampilan guru dalam merias dan dokumentasi video, yang ditunjukkan oleh keterlibatan, antusiasme, dan kreativitas peserta. Evaluasi efektivitas pelatihan dilakukan melalui umpan balik dan analisis hasil dokumentasi video. Dengan adanya pelatihan ini, guru diharapkan dapat membantu mengurangi biaya siswa dalam kegiatan seni dan mendukung pengembangan keterampilan dalam menghadapi P5 Kurikulum Merdeka. Pelatihan ini berhasil meningkatkan pengetahuan dan keterampilan guru dalam merias dan membuat dokumentasi video, yang pada akhirnya dapat meningkatkan kualitas pendidikan secara keseluruhan.
Rancang Bangun Chatbot Pendidikan Berbasis Web dengan Natural Language Processing untuk Layanan Informasi Publik di SMK Negeri 2 Padang Rani Nabilla Putri; Elfi Tasrif; Ahmaddul Hadi; Rizkayeni Marta
Jurnal Teknologi Informasi dan Pendidikan Vol. 19 No. 2 (2026): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v19i2.1002

Abstract

This study addresses the limited efficiency of public information services in vocational schools, which often results in delayed responses and repetitive administrative workload. This research aims to design and develop a web-based educational chatbot using Natural Language Processing (NLP) to improve information accessibility at SMK Negeri 2 Padang. The system was developed using the Waterfall model and implements text preprocessing, TF-IDF vectorization, and cosine similarity for intent recognition. System evaluation was conducted through Black Box Testing and accuracy measurement based on user queries. The results show that the system achieved a 100% success rate in functional testing and 91% accuracy in intent classification, indicating its effectiveness in providing relevant and real-time information. This study contributes by offering a practical, scalable, and user-friendly NLP-based solution to enhance public information services in educational institutions.
Rancang Bangun Sistem E-Learning SMK Negeri 5 Padang Prioga Desparo; Ika Parma Dewi; Dedy Irfan; Mahesi Agni Zaus; Rizkayeni Marta
Jejak digital: Jurnal Ilmiah Multidisiplin Vol. 2 No. 3 (2026): MEI 2026
Publisher : INDO PUBLISHING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63822/j95he290

Abstract

This study aims to design and develop a web-based e-learning system as a supporting medium for learning in the Computer and Network Engineering Department at SMK Negeri 5 Padang. The problems identified include the absence of an integrated digital learning system, limited access to learning materials outside the classroom, and conventional management of assignments and communication. This study employs a Research and Development (R&D) method with the System Development Life Cycle (SDLC) using the Waterfall approach, which consists of analysis, design, implementation, and testing stages. System design is carried out using Unified Modeling Language (UML), while implementation utilizes the PHP programming language supported by tools such as Laragon, Composer, and Node.js. System testing is conducted using the Black Box Testing method to ensure that all functionalities operate according to requirements. The results indicate that the developed e-learning system is capable of facilitating learning material management, assignment submission and assessment, photo-based attendance, and integrated announcement delivery. The system is considered to improve flexibility, effectiveness, and accessibility of the learning process without replacing face-to-face learning. Therefore, this web-based e-learning system can serve as an alternative solution to support learning activities at SMK Negeri 5 Padang.
PENERAPAN METHODE ANALYTICAL HIERARCHY PROCESS (AHP) UNTUK PEMILIHAN JURUSAN PADA SISTEM INFORMASI PENERIMAAN PESERTA DIDIK BARU (PPDB) Siti Ramah; Rizkayeni Marta; Elfi Tasrif
Jurnal Humaniora & Sosial Sains Vol 2 No 2 (2025)
Publisher : Pojok Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The admission of new students at SMK N 11 Merangin has two stages of selection, namely the selection of new student admissions and the determination of majors. The process of accepting new students is carried out offline. Based on data from BK teachers and observations during the educational field practice in July-December 2022, it was found that many students still felt unsuitable for the majors they had chosen. In this study, the method used in system development is the System Development Life Cycle (SDLC) waterfall model which includes requirements analysis, system and software design, implementation, testing, and maintenance. This application has been compiled using the PHP programming language and the Codeigniter Framework, and is supported by the MySQL database. In the development process, several additional applications that play a role are XAMPP, the Google Chrome browser, Visual Studio Code, and the CSS Bootstrap Framework which is used to design the system display. Based on the purpose of designing the application of the Analytical Hierarchy Process (AHP) method for selecting majors in the web-based new student admissions information system (PPDB) at SMK N 11 Merangin which has been carried out, it can be concluded that the results of this final assignment are to produce a web-based application for selecting majors in the new student admissions information system (PPDB) at SMK N 11 Merangin in managing new student admissions and major selection.
Pengembangan Gamifikasi Scratch Berbasis MDLC untuk Meningkatkan Computational Thinking pada Pembelajaran Algoritma dan Pemrograman SMK Sri Mulyani Nst; Resmi Darni; Mahesi Agni Zaus; Rizkayeni Marta
TIN: Terapan Informatika Nusantara Vol 7 No 1 (2026): June 2026
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/tin.v7i1.10161

Abstract

Students' Computational Thinking skills in Algorithms and Programming materials are still relatively low because the use of technology-based interactive learning media is not optimal. This study aims to develop gamification-based learning media using Scratch and test its feasibility and practicality in learning. The research method used is Research and Development (R&D) with the Multimedia Development Life Cycle (MDLC) model which includes the stages of concept, design, material collecting, assembly, testing, and distribution. The study was conducted at SMK Muhammadiyah 1 Padang with 35 class X students in Informatics as subjects. Data collection was carried out through expert validation, practicality questionnaires, and pretest and posttest tests. The initial practicality test was conducted on 15 students as a small group which is part of the total research subjects before implementation on all subjects. The validation results by three media experts showed a percentage of 93.7% with a very feasible category. The results of the practicality test obtained a percentage of 96% with a very practical category. The results of the Computational Thinking ability measurement showed an average pretest score of 7.71 (48.2%) and a posttest score of 12.6 (78.75%) with an N-Gain value of 0.59 which is in the moderate category. These findings indicate an increase in students' Computational Thinking abilities after using the developed media. This study produced a gamification-based learning media using Scratch that has been declared valid with a very feasible and practical category for use in learning. In addition, the results of the media implementation showed an increase in students' Computational Thinking abilities with a moderate increase category. The results of this study contribute as an alternative interactive learning media that can be used by teachers in Informatics learning, especially in Algorithm and Programming materials at the vocational high school level.
The Effect of Problem Based Learning Assisted By Padlet on Students Collaboration and Critical Thinking Skills Syintia; Mahesi Agni Zaus; Vera Irma Delianti; Rizkayeni Marta
Jurnal Vokasi Teknik Informatika Vol 5 No 3 (2025)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/javit.v5i3.260

Abstract

This research is motivated by the finding that indicate a low collaboration and critical thinking skills of students, allegedly caused by students tendency to be passive and only receive instructions during learning, the learning models used such as simple discussions with LKPD and presentation media that are less supportive do not provide optimal learning experiences. This research was conducted in Class X TJKT using a quasi-experimental design. Data were collected through observation sheets and tests. The analysis of the research data employed an independent sample t-test. The results of the collaboration ability assessment revealed a thiut value of 19.507 with a significance level (Sig. 2-tailed) of 0.000, indicating that the tcount value was greater than the ttable value of 1.667. Similarly, the analysis of students critical thinking ability yielded a tcount value of 6.025 with a significance level (Sig. 2-tailed) of 0.000, confirming that the tcount value exceeded the ttable value of 1.667. Therefore, it can be concluded that the null hypothesis (H0) is rejected and the alternative hypothesis (Ha) is accepted. The Problem-Based Learning model, assisted by Padlet, has a significant effect on students collaboration and critical thinking skills.
Improving the Competence of MGMP Informatics Teachers in Preparing Gamification-Based IBT in the Era of Education 5.0 Ika Parma Dewi; Lativa Mursyida; Ari Suriani; Ryan Fikri; Randi Proska Sandra; Akrimullah Mubai; Rizkayeni Marta
GUYUB: Journal of Community Engagement Vol 6, No 1 (2025): Maret
Publisher : Universitas Nurul Jadid

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33650/guyub.v6i1.9906

Abstract

The primary issue in technology-based learning assessment is the limited ability of teachers to utilize and develop gamification methods. Most teachers still rely on manual, paper-based evaluation techniques, resulting in suboptimal integration of technology in the assessment process. This challenge necessitates further exploration by education practitioners regarding the implementation of information technology (IT) in learning, particularly for MGMP Informatics teachers. This community engagement program, titled "Development of Internet-Based Testing (IBT) Using Gamification Learning Methods", was conducted at SMPN 1 Tanah Datar. The objectives of this program were to: (1) enhance technological literacy in the education sector; (2) strengthen interest and skills in technology literacy among MGMP Informatics teachers at the junior high school level in Tanah Datar Regency; and (3) improve teachers' ability to design internet-based assessment instruments using a gamification approach. The program was implemented using a participatory approach, comprising training sessions, interactive workshops, and hands-on practice in developing internet-based assessment tools. Participants were introduced to various digital evaluation platforms, such as Google Forms, Quizizz, and Kahoot, and were trained on how to integrate gamification elements into learning assessments. The results indicated that 85% of participants showed an improvement in their understanding and skills in utilizing internet-based assessment technology. Additionally, teachers began adopting gamification methods in assessments, leading to increased student engagement in the learning process. This initiative is expected to encourage teachers to continuously develop innovative and interactive assessment methods aligned with technological advancements in education.
Digitalisasi Layanan Perpustakaan Sekolah menggunakan Aplikasi Mobile Terintegrasi Muftia Maulani Nabila; Rizkayeni Marta; Dedy Irfan; Yulia Fatmi
JURNAL ILMIAH RESEARCH STUDENT Vol. 3 No. 2 (2026): September
Publisher : KAMPUS AKADEMIK PUBLISING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jirs.v3i2.12117

Abstract

Manajemen Perpustakaan pada sekolah masih menghadapi beberapa masalah. Masalah-masalah tersebut antara lain integrasi yang belum berjalan dengan baik dalam proses meminjam dan mengembalikan buku, pengumpulan data yang kurang efisien, serta pembuatan laporan yang membutuhkan waktu yang cukup lama. Penelitian ini bertujuan untuk membuat sistem informasi perpustakaan yang menggunakan mobile. Dengan demikian, sistem ini dapat membantu mengelola perpustakaan dengan cara yang lebih baik dan lebih cepat. Sistem ini dibuat dengan menggunakan metode waterfall. Laravel digunakan untuk aplikasi web, Flutter untuk aplikasi handphone, dan MySQL digunakan sebagai penyimpanan database. Sistem ini menggunakan teknologi QR Code untuk mengembalikan buku dan algoritma Apriori untuk menganalisis peminjaman buku. Dengan demikian, sistem ini dapat membantu dalam pengambilan keputusan untuk mengelola koleksi buku. Pengujian sistem ini mencakup User Acceptance Testing (UAT) yang digunakan untuk mengecek apakah fungsi sistem sesuai dengan kebutuhan pengguna, serta System Usability Scale (SUS) yang digunakan untuk menilai sejauh mana sistem tersebut mudah digunakan. Hasil pengujian menunjukkan bahwa semua skenario UAT berhasil dijalankan sesuai dengan kebutuhan pengguna. Selain itu, sistem mendapatkan skor SUS sebesar 81,25 sehingga masuk dalam kategori “Excellent” (Grade A) dengan peringkat “Acceptable” (dapat diterima). Temuan tersebut menunjukkan bahwa sistem yang dibuat mampu membantu pengelolaan perpustakaan dengan baik dan hemat waktu. Serta memudahkan siswa, guru, pustakawan, dan kepala perpustakaan di SMA Negeri 3 Padang
Integrasi QR Code dan Location-Based Service pada Aplikasi Presensi dan Izin Berbasis Mobile untuk Guru dan Tenaga Kependidikan SMAN 3 Padang Indah Purnama Reta; Rizkayeni Marta; Syafrijon Syafrijon; Titi Sriwahyuni
JURNAL ILMIAH RESEARCH STUDENT Vol. 3 No. 2 (2026): September
Publisher : KAMPUS AKADEMIK PUBLISING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jirs.v3i2.12118

Abstract

Pengelolaan presensi bagi Guru dan Tenaga Kependidikan (GTK) di institusi pendidikan masih mengalami berbagai masalah, seperti proses pencatatan manual yang tidak efisien, rekap yang memakan waktu, serta sistem administrasi perizinan yang belum terintegrasi. Proses manajemen serta pencatatan kehadiran GTK di SMAN 3 Padang dioptimalkan melalui pengembangan aplikasi mobile yang mengintegrasikan LBS (Location-Based Service) serta QR Code dalam penelitian ini. Pengembangan aplikasi dilakukan dengan metode Waterfall, sedangkan validasi lokasi memanfaatkan koordinat GPS yang diperoleh melalui algoritma Haversine. Sistem dikembangkan dengan arsitektur client-server, di mana aplikasi mobile ditujukan untuk Guru, Tenaga Kependidikan, dan Kepala Sekolah, sedangkan aplikasi berbasis web digunakan oleh Tim Kurikulum untuk mengelola data presensi, permohonan, jam kerja, hari libur, serta melakukan proses pemantauan. Hasil dari penerapan menunjukkan bahwa aplikasi dapat mendukung proses presensi dengan menggunakan QR Code yang diintegrasikan dengan validasi lokasi, manajemen pengajuan izin, sakit, cuti, dan presensi khusus seperti dinas luar dan WFH, serta pemantauan data presensi secara terpadu. Berdasarkan skenario User Acceptance Testing (UAT), pengujian fungsional membuktikan bahwa seluruh rancangan sistem berhasil dieksekusi tanpa kendala sesuai ekspektasi. Di samping itu, pengukuran aspek antarmuka lewat System Usability Scale (SUS) berhasil menembus angka 86,56, sebuah indikasi bahwa platform ini sangat adaptif, mudah dioperasikan, serta mendapat respons positif dari target pengguna. Oleh karena itu, kehadiran teknologi Location-Based Service dan QR Code di dalam aplikasi ini terbukti mampu memotong birokrasi absensi sekaligus mewujudkan tata kelola administrasi internal sekolah yang jauh lebih responsif.