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PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN CD INTERAKTIF TERHADAP PENINGKATAN HASIL BELAJAR SISWA PADA MATA PELAJARAN PAUL DI SMKN 1 LINTAU BUO Danil Febri; Putra Jaya; Yasnidul Huda
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 2, No 2 (2014): Suplement (Januari - Juni 2014)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v2i2.3289

Abstract

The objective of this study is to determine the effect of using CD interactive media on learning outcomes. The problem in this research contents is about the low value of the average grade of 75.00 compared with KKM Ocular Measurement Using Electricity Lesson at SMK 1 Lintau Buo. It is influenced by the teaching methods, learning models, and instructional media. Therefore an interactive CD learning media been used as the treatment. This research uses one shot experiment study model as analytical approach. The subject of this research is students of class X TAV SMK 1 Lintau Buo. Data collected by giving a pre - test and post – test, in order to determine the effectiveness of the treatment. Data collection was conducted in four times lessons. The research instrument that had been used is subjective test as much as 20 questions divided into 5 questions for each lesson. Data were analyzed using SPSS 15 computer program. As the result, the average value of pre-test for the whole meeting is 50.95 while the average post-test score of 81.72, with the difference of the two is 30.78. In the percentage calculation, it has gained the result for 60.41 %. It can be concluded that there is a significant improvement in student learning outcomes after getting treatment using Interactive CD as an instructional mediaKeywords : Interactive CD , pre-test , post -test and Learning Outcomes
PENGARUH PENGGUNAAN MEDIA SIMULASI JARINGAN CISCO PACKET TRACER TERHADAP HASIL BELAJAR SISWA Fitri Eka Setia; Putra Jaya
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.v7i1.103780

Abstract

The purpose of this research is to find out the influence of student learning outcomes by applying learning using simulation media based on simulation using Cisco packet tracer with learning using power point as a learning medium in class XI network infrastructure administration subjects Computer and Network Engineering 3 Vocational School 3 Pariaman. This study uses pre-experimental design. The instruments used are objective questions for evaluating cognitive data and practicum data sheets on skills data assessment. Furthermore, analyzing the normality testing, homogeneity and hypothesis testing. Cognitive assessment obtained  results of the average of value the experimental class 83 and the control class obtained results 79. While the skills assessment results obtained 93.5 in the experimental class and the control class scored 79. The influence of the percentage produced 4.6% on cognitive values and 15.6% assessed skills. Hypothesis calculation obtained 2,76 results> 1,69 in the experimental class and 8,19> 1,69 in the control class where the data was declared normal. It was concluded that the use of Cisco packet tracer network simulation media had an influence on student learning out comes. So, Cisco packet tracer network media simulation is more efficient to use than media that uses power point.Keywords: Learning Outcomes, Network Media Simulation, Cisco Packet Tracer
PENGARUH PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE THINK TALK WRITE (TTW) TERHADAP HASIL BELAJAR KONVERSI CASSET KE CD SISWA KELAS XI TEKNIK AUDIO VIDEO SMKN 1 SUTERA Muhammad Hidayat; Putra Jaya; Delsina Faiza
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.v6i2.102232

Abstract

Pengaruh Penerapan Media Pembelajaran Canva dengan Pendekatan Saintifik Terhadap Hasil Belajar dasar Listrik dan Elektronika Dela Rahmayanti; Putra Jaya
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 8, No 4 (2020): Vol. 8, No 4, Desember 2020
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v8i4.110251

Abstract

Penilitian ini dilaksanakan untuk mengetahui seberapa berpengaruhnya penerapan media pembelajaran canva dengan pendekatan saintifik terhadap hasil belajar peserta didik Kelas X Teknik Pendingin dan Tata Udara (TPTU) di SMK Negeri 3 Kota Pariaman mata pelajaran Dasar Listrik dan Elektronika. Metode yang digunakan adalah metode penelitian eksperimen dengan bentuk desain eksperimen yang digunakan dalam penelitian ini adalah Quasi Experimental Design dengan Nonequivalent Control Group Design. Seubjek dari penelitian ini terdiri dari 2 kelas yaitu kelas X TPTU A sebagai kelas kontrol dan kelas X TPTU B sebeagai kelas eksperimen. Pengambilan sampel ini dilakukan dengan purposive sampling atau berdasarkan dengan tujuan tertentu untuk kesetaraan kedua kelas. Pengambilan data dilakukan dengan menggunakan posttest di akhir pembelajaran. Hal ini dinyatakan dari hasil belajar penelitian pada kelas eksperimen memperoleh rata-rata 82,50 sedangkan kelas kontrol memperoleh rata-rata 74,18. Berdasarkan uji hipotesis didapatkan nilai thitung2,99 > ttabel2,672 maka dapat dikatakan terdapat pengaruh signifikan dengan menerapkan media pembelajaran canva dengan pendekatan saintifik.Kata kunci : Media Pembelajaran Canva, Pendekatan Saintifik, Hasil Belajar, Quasi Experimental design, Nonequivalent Control Group Design
KONTIBUSI KOMPETENSI SISWA DAN PEMANFAATAN FASILITAS BELAJAR DI SEKOLAH TERHADAP KESIAPAN BELAJAR SISWA Shine Suryadi Tanjung; Putra Jaya
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 7, No 2 (2019): Vol. 7 No. 2 Juni 2019
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v7i2.104331

Abstract

This study aims to determine the Contribution of Student Competence and the Utilization of Learning Facilities in Schools Against the Learning Readiness of Class X Students in Audio Video Engineering Expertise Program at SMK Negeri 2 Solok. The population of this study were all students of class X audio video engineering skills program at SMK Negeri 2 Solok 2018/2019 academic year, amounting to 60 students. data retrieval using a random sample of 52 students. The research data collection method used documentation and questionnaires shared with students. This data analysis technique uses multiple regression analysis. The results of the study showed that (1) contributing to student competency and the use of learning facilities in schools together contributed 42.51% to the Learning Preparedness of Class X of the Audio Engineering Expertise Program at Solok State Vocational High School, (2) Student competence contributed as much as 22.66% of the Learning Preparedness of Class X Students in the Audio Engineering Expertise Program at Solok State Vocational High School, (3) Utilizing learning facilities in schools jointly contributes 14.06% to Class X Students' Readiness in Audio Engineering Skills Program in Vocational Schools Negeri 2 Solok. So it can be concluded that Student Competence and Utilization of Learning Facilities in Schools Contribute to Learning Readiness at Solok 2 Vocational School.Keywords: Student Competence, Use of School Learning Facilities, Learning Readiness.
KONTIBUSI MINAT BELAJAR DAN KOMPETENSI PEDAGOGIK GURU TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN KOMPUTER DAN JARINGAN DASAR KELAS X JURUSAN TEKNIK KOMPUTER JARINGAN DI SMK NEGERI 2 PADANG PANJANG Mil Ussamawati Rahima Latfi; Putra Jaya
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.v6i2.102233

Abstract

The Automatic Onion Cutter Using Arduino Uno as Control System Tool Putra Jaya; Hendra Hidayat; Delsina Faiza; Almasri Almasri; Zulwisli Zulwisli; Muhammad Aidil
invotek Vol 22 No 2 (2022): INVOTEK: Jurnal Inovasi Vokasional dan Teknologi
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/invotek.v22i2.1030

Abstract

Today's technological developments are growing rapidly, but there are still jobs that are done manually and semi-manually. This paper aims to develop a control system to coordinate the work of tools using an electric motor, which is very helpful in the process of cutting onions in large quantities and is more efficient in spending production costs because the tool designed is an automatic onion cutter. This research method begins with the collection of materials and data related to onion cutters, production of onion cutters, and testing of onion cutters. The measurement results of the tool show that every component in the automatic onion cutter works well and optimally; the measurement process is carried out properly and thoroughly. This optimal work result is supported by Arduino Uno. The Arduino Uno microcontroller acts as a tool controller. In the main system, the onion cutter is controlled by the Arduino Uno with the Arduino programming language. This automatic onion cutting system will work when the onion you want to cut has been inserted into a cross-section that has been equipped with an ultrasonic sensor, and then the onion cutting process is carried out. Compared with the manual method, the cutting time is almost the same. It's just that the advantages of slicing with this tool, the resulting slices are relatively more uniform. Besides that, another advantage is that it doesn't hurt the eyes of the onion slicer. So that this tool can be used by small entrepreneurs and onion farmers to increase productivity and the community's economy.
Perancangan dan Pembuatan E-Modul Interaktif Berbasis Canva Pada Mata Pelajaran Dasar Listrik dan Elektronika Athika Maisyarah Nillofa Ende; Ilmiyati Rahmy Jasril; Putra Jaya
JTEV (Jurnal Teknik Elektro dan Vokasional) Vol 8, No 2 (2022): JTEV (Jurnal Teknik Elektro dan Vokasional)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (260.263 KB) | DOI: 10.24036/jtev.v8i2.117118

Abstract

Penelitian ini bertujuan untuk perancangan dan pembuatan bahan ajar pembelajaran berupa E-modul interaktif pada Mata Pelajaran Dasar Listrik dan Elektronika Kelas X Teknik Audio Video SMK Negeri 1 Sumatera Barat menggunakan aplikasi Canva. E-modul interaktif ini tersedia dalam bentuk format web (.html) dapat diakses secara online melalui android dan laptop.  Jenis penelitian ini memakai metode Richey and Klein yang adalah pengembangan Design and Development (D&D) yang terdiri dari tiga tahapan yaitu Planning (perancangan), Production (memproduksi), dan Evaluation (evaluasi). Hasil dari penelitian ini adalah (1) Validasi ahli materi I diperoleh nilai persentase 89,3% dan validasi ahli materi II diperoleh persentase 89,3% sehingga dikategorikan “Sangat Valid” untuk digunakan sebagai bahan ajar pembelajaran. (2) Validasi ahli media I diperoleh hasil persentase 97,3% dan validasi ahli media II diperoleh 88% sehingga dikategorikan “Sangat Valid” untuk digunakan sebagai bahan ajar pembelajaran.
Pengembangan Media Pembelajaran Interaktif Berbasis Articulate Storyline 3 pada Mata Pembelajaran Sistem Pengendali Elektronika Nurhamidah Nurhamidah; Ilmiyati Rahmy Jasril; Putra Jaya; Efrizon Efrizon
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 10, No 4 (2022): Vol. 10, No 4, Desember 2022
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v10i4.119591

Abstract

Penelitian ini bertujuan untuk menghasilkan media pembelajaran interaktif berbasis articulate storyline 3 pada Mata Pelajaran Sistem Pengendali Elektronika kelas XI Teknik Elektronika Industri di SMK Negeri 5 Solok Selatan yang valid dan praktis. Metode yang digunakan dalam penelitian ini yaitu metode Reseach and Development (Penelitian dan Pengembangan) dengan desain pengembangan ADDIE. Metode ADDIE yang digunakan dibatasi sampai tahap implentasi. Dalam penelitian ini juga memanfaatkan angket untuk memperoleh data tentang tingkat validitas media pembelajaran. Angket ini diisi oleh dua orang ahli materi dan dua orang ahli media. Aspek yang divalidasi pada pengembangan ini yaitu aspek content (materi) dan aspek tampilan (media). Hasil penelitian menunjukkan bahwa media pembelajaran interaktif memperoleh skor rata-rata 91% dari kedua ahli materi dan 95% dari kedua ahli media. Pada uji praktikalitas juga memanfaatkan angket dengan responden yang terdiri dari 9 orang peserta didik. Hasil praktikalitasnya memperoleh rata-rata 97,11%. Dari hasil tersebut, penelitian dan pengembangan pada media pembelajaran interaktif pada Mata Pelajaran Sistem Pengendali Elektronika dengan kategori sangat valid, praktis dan layak digunakan.Kata Kunci : Media Pembelajaran Interaktif, Articulate Storyline 3, Sistem Pengendali Elektronika. This study aims to produce interactive learning media based on articulate storyline 3 in the Electronic Control System Subject for class XI Industrial Electronics Engineering at SMK Negeri 5 Solok Selatan which is valid and practical. The method used in this research is the Research and Development method with the ADDIE development design. The ADDIE method used is limited to the implementation stage. This research also uses a questionnaire to obtain data about the level of validity of the learning media. This questionnaire was filled out by two material experts and two media experts. Aspects that are validated in this development are aspects of content (material) and aspects of display (media). The results showed that interactive learning media obtained an average score of 91% from both material experts and 95% from both media experts. The practicality test also uses a questionnaire with respondents consisting of 9 students. The practical results obtained an average of 97.11%. From these results, research and development on interactive learning media in Electronic Control System Subjects is categorized as very valid, practical and feasible to use.Keywords : Interactive Learning Media, Articulate Storyline 3, Electronic Control System.
Rancang Bangun Prototype Monitoring System Delivery Car Berbasis Internet of Things Mutiara Pratiwi Tarigan; Geovanne Farell; Putra Jaya
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 10, No 4 (2022): Vol. 10, No 4, Desember 2022
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v10i4.120196

Abstract

Pembuatan alat monitoring sistem delivery car berbasis internet of things bertujuan untuk memberikan inovasi baru monitoring dan tracking pengiriman barang agar lebih memudahkan dalam transaksi pengiriman barang.   Sistem yang dirancang digunakan untuk mengontrol volume dan berat objek atau barang yang akan dikirim, serta posisi kendaraan yang dapat dimonitoring secara realtime melalui aplikasi pada smartphone. Metode yang digunakan dalam pembuatan alat ini diawali dengan merancang blok diagram, menentukan spesifikasi komponen berdasarkan blok diagram, pembuatan flowchart, menggabungkan perangkat keras, dan pemograman sistem. Keluaran sistem dapat dilihat melalui aplikasi smartphone yang mampu memantau delivery car atau mobil pengiriman barang. Seluruh sistem berbasis Internet of Things (IoT), yang berarti seluruh sistem yang digunakan terhubung ke internet menggunakan modul NodeMCU ESP8266 sebagai mikrokontroller. Sistem mengakses data dari sensor melalui web Firebase kemudian menampilkannya secara bentuk maps dan angka pada sebuah aplikasi smartphone untuk memonitoring delivery car. Kata kunci: Delivery Car, NodeMCU ESP8266, Firebase. The prototype monitoring of the internet of things-based delivery car system aims to provide new innovations for monitoring and tracking goods delivery to make it easier for goods delivery transactions. The system designed is used to control the volume and weight of objects or goods to be sent, as well as the position of the vehicle which can be monitored in real time through an application on a smartphone. The method used in making this tool begins with designing block diagrams, determining component specifications based on block diagrams, making flowcharts, combining hardware, and programming systems. The system output can be seen through a smartphone application that is able to monitor the delivery car. The entire system is based on the Internet of Things (IoT), which means that the entire system used is connected to the internet using the NodeMCU ESP8266 module as a microcontroller. The system accesses data from sensors via the Firebase web and then displays it in the form of maps and numbers on a smartphone application to monitor delivery cars.Keywords: Delivery Car, NodeMCU ESP8266, Firebase.