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Sistem Tracking Rental Mobil Berbasis Mobile Dhicky Rufel; Efrizon
Ranah Research : Journal of Multidisciplinary Research and Development Vol. 2 No. 4 (2020): Ranah Research : Journal Of Multidisciplinary Research and Development (Agustus
Publisher : Dinasti Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (914.886 KB)

Abstract

Pada era teknologi yang canggih sekarang ini, masyarakat lebih banyak memanfaatkan teknologi untuk mempermudah pekerjaan dan aktivitas. Salah satu teknologi tersebut adalah smartphone. Saat ini smartphone semakin berkembang sesuai perkembangan zaman, setiap aktvitas masyarakat didukung oleh smartphone, salah satu aktivitas tersebut adalah aktivitas pencarian lokasi. Kebanyakan masyarakat yang berada di sekitar Kota Padang jika berada diluar lokasi tempat tinggal, tidak tahu lokasi fasilitas umum bidang jasa yang terdekat. Ketika masyarakat membutuhkan sebuah jasa rental mobil, masyarakat butuh aplikasi yang tepat menyediakan informasi fasilitas umum bidang jasa yang cepat dan akurat. Dalam pencarian lokasi sekarang ini masyarakat memanfaatkan Google Maps sebagai aplikasi pencarian lokasi. Aplikasi Google Maps memang merupakan aplikasi sangat komplit, akan tetapi masih ada beberapa data pada Google Maps yang belum dilakukan update data atau pembaruan data. Oleh karena itu, dibuatlah aplikasi TRACKING RENTAL MOBIL yang berisi data pemetaan dan pencarian fasilitas umum bidang jasa yang lebih akurat dan lengkap serta selalu update sehingga masyarakat dapat melakukan pencarian lokasi yang tepat. Aplikasi TRACKING RENTAL MOBIL dibuat berbasis Android dengan IDE yaitu Android Studio 3.5. Data pada aplikasi ini disimpan pada database MySQL. Aplikasi ini dapat dijalankan di smartphone Android versi minimum ice cream sandwich.
Rancang Bangun Sistem Informasi Tata Naskah Dinas Elektronik di Fakultas Teknik Universitas Negeri Padang Lenggogeni Lenggogeni; Geovanne Farell; Efrizon Efrizon; Resmi Darni
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.v11i2.123280

Abstract

Perkembangan dunia teknologi informasi yang semakin pesat membuat hampir seluruh kegiatan sehari-hari ditunjang oleh sesuatu yang menggunakan teknologi informasi, tidak terkecuali pekerjaan administrasi diperkantoran. Pengelolaan surat masuk dan surat keluar pada tata usaha Fakultas Teknik Universitas Negeri Padang masih menggunakan cara konvensional. Tujuan perancangan sistem Tata Naskah Dinas Elektronik Fakultas Teknik Universitas Negeri Padang mempermudah dalam pengelolaan, penyimpanan serta pencarian arsip surat. 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 yang digunakan adalah berbasis Model-View Controller menggunakan framework Yii2 dengan bahasa pemrograman PHP dan MySQL sebagai penyimpanan data. Hasil dari tugas akhir ini merupakan sistem website yang diharapkan dapat  mempermudah segala pihak yang terkait dengan surat masuk dan surat keluar di Fakultas Teknik Universitas Negeri Padang sehingga dapat bekerja secara efektif dan efisien yang pada akhirnya mampu memberikan pelayanan yang lebih baik.Kata kunci : Tata Naskah Dinas Elektronik,  Konvensional, Framework Yii2 The rapid development of the world of information technology makes almost all daily activities supported by something that uses information technology, including administrative work in offices. The management of incoming and outgoing letters in the administration of the Faculty of Engineering, Padang State University still uses conventional methods. The purpose of designing the Electronic Service Manuscript System, Faculty of Engineering, Padang State University makes it easier to manage, store and search for letter archives. 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. The system architecture used is a Model-View Controller based using the Yii2 framework with the PHP and MySQL programming languages as data storage. The result of this final project is a website system that is expected to facilitate all parties related to incoming and outgoing letters at the Faculty of Engineering, Padang State University so that they can work effectively and efficiently which in turn is able to provide better service.Keywords: Electronic Service Manuscripts, Conventional, Framework Yii2
Rancang Bangun Sistem Informasi Akademik Berbasis Website SMK N 1 Ranah Batahan Nur Hijjah; Efrizon Efrizon
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.v11i3.123551

Abstract

Kemajuan teknologi informasi merubah segala aktivitas yang offline menjadi online. Pemamfaatan teknologi pada bidang pendidikan semakin banyak digunakan, khususnya dalam mengelola dan menghasilkan informasi pada sekolah kejuruan. Tujuan dari penelitian ini adalah menghasilkan sistem informasi akademik yang mempermudah kegiatan administrasi SMK N 1 Ranah Batahan. Perancangan aplikasi ini menggunakan perpaduan framework laravel dan visual studio code sebagai teks editornya. Pengembangan peneltian ini menggunakan metode waterfall yang memiliki beberapa tahapan yaitu requirement, sistem design, implementation, testing, deployment, maintenance. Aplikasi yang dihasilkan sudah dapat membantu dan mempermudah pengelolaan data sekolah mulai dari proses menginputkan, mengedit, menyimpan data menggunakan sistem yang terkomputerisasi dengan baik dan tepat.Kata kunci : Sistem Informasi Akademik, Framework Laravel, Metode Waterfall The advancement of information technology has transformed all activities that are offline into online. The use of technology in the field of education is increasingly used, especially in managing and generating information in vocational schools. The aim of this research is to produce an academic information system that facilitates the administrative activities of SMK N 1 Ranah Batahan. The design of the application uses a combination of the laravel framework and visual studio code as its text editor. The waterfall method has several stages: requirements, system design, implementation, testing, deployment, maintenance. The resulting applications can already help and facilitate the management of school data from the process of entering, editing, storing data using a well and accurately computerized system.Keywords: Academic Information Systems, Laravel Framework, Waterfall Method.
Augmented Reality-Based Programming Using Atmega 2560 Microcontroller Trainer Kit Support. Satrinawati Satrinawati; Dedy Irfan; Efrizon Efrizon
Jurnal Teknologi Informasi dan Pendidikan Vol 15 No 2 (2022): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v15i2.670

Abstract

The application of an augmented reality system to the Atmega 2560 microcontroller trainer kit is a tool designed to create learning methods that are interactive, fun, motivating, and provide space for students to develop creativity and independence. This research uses research and development (R&D) methods. This research and development consists of a preliminary study stage, needs analysis, design, manufacture, testing of tool specifications and the final stage is product evaluation with expert opinion. The development of this microcontroller trainer kit has three main parts, namely the microprocessor, input and output. The microcontroller used is the ATmega 2560. By using augmented reality technology and adding electronic components such as DC motors, servo motors, ultrasonic sensors, this tool can be used in sensor and transducer learning. Apart from learning sensors, this trainer kit can also be applied to learning microcontrollers and their applications. This trainer kit is equipped with a practicum module as a support in learning. Through the microcontroller trainer kit and Augmented reality system, it is hoped that student competency will be better.
Enhancing Teachers' Proficiency in Implementing Augmented Reality Technology as Interactive Learning Media Lativa Mursyida; Fadhli Ranuharja; Ika Ika Parma Dewi; Agariadne Dwinggo Samala Agariadne Dwinggo Samala; Ryan Fikri Ryan Fikri; Randi Proska Sandra Randi Proska Sandra; Efrizon Efrizon
CONSEN: Indonesian Journal of Community Services and Engagement Vol. 3 No. 2 (2023): Consen: Indonesian Journal of Community Services and Engagement
Publisher : Institut Riset dan Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57152/consen.v3i2.944

Abstract

Creativity is critical in education, especially for teachers in crafting instructional media that captivates and engages students' interest in comprehending the subject matter. Each student possesses distinct interests and enthusiasms towards the instructional press, allowing educators to innovate in devising captivating learning resources. One form of instructional media that offers a unique experience is augmented reality (AR) based media, which delivers individualized audio-visual interactions and experiences. In this research, we harness the Assemblr Edu platform, an AR and VR-based instructional media tool, within a community engagement workshop held at SMPN 3 Batusangkar, involving participation from educators of the Natural Sciences Teachers' Subject Study Group (MGMP IPA) in Tanah Datar Regency. The research aims to enhance the creative aptitude of educators in designing instructional media using the augmented reality technology of Assemblr Edu. Employing a quantitative approach, we gauge the extent of success among educators in crafting interactive instructional media using the Assemblr Edu platform, yielding augmented reality instructional media accessible through Android smartphones. The research findings underscore that Assemblr Edu, integrated with augmented reality technology, remarkably stimulates students' interest, amplifies their learning motivation, and assists them in comprehending subject matter while efficiently tackling assignments
Penerapan Metode Drill And Practice Untuk Meningkatkan Hasil Belajar Siswa Sekolah Menengah Kejuruan Fauzan Aliwarman; Hanesman Hanesman; Efrizon Efrizon; Sartika Anori
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 12, No 1 (2024): Vol. 12, No 1, Maret 2024
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v12i1.125715

Abstract

Penelitian ini dimaksudkan untuk mengkaji sejauh mana penerapan metode Drill And Practice berdampak pada pencapaian hasil pembelajaran siswa. pada praktikum Perawatan dan Perbaikan Peralatan Audio Video (P3AV) di kelas 12 Teknik Audio Video SMK Negeri 1 Sumatera Barat. Penelitian ini menerapkan pendekatan kuantitatif dengan metode eksperimen. Dalam penelitian ini, terdapat dua kelompok sampel yang terlibat, yaitu kelas 12 Teknik Audio Video (TAV) sebagai kelompok eksperimen, dan kelas 12 Teknik Elektronika Industri (TEI) sebagai kelompok kontrol. Sampel diambil secara acak sederhana dalam proses pengambilan sampel. Instrumen penelitian yang digunakan mencakup soal pretest dan posttest dalam bentuk objektif serta lembar penilaian praktik yang diberikan setelah proses pembelajaran berakhir. Data penelitian mengindikasikan bahwa kelompok eksperimen memiliki nilai rata-rata sebesar 83,55, melebihi kelompok kontrol yang memiliki rata-rata skor sebesar 75,55. Dari hasil ini Bisa menghasilkan kesimpulan bahwa penerapan metode Drill and Practice berdampak secara relevan pada peningkatan pencapaian belajar siswa sebesar 10,5%. Hasil uji hipotesis menunjukkan bahwa nilai Thitung (3,022) lebih besar dari Ttabel (1,708), sehingga hipotesis (H0) ditolak dan hipotesis (H1) diterima. Kesimpulannya, penggunaan metode Drill and Practice memiliki dampak yang signifikan pada pencapaian siswa saat melakukan praktikum Perawatan dan Perbaikan Peralatan Audio Video (P3AV) di kelas 12 Teknik Audio Video di SMK Negeri 1 Sumatera Barat.Kata kunci : Metode Pembelajaran, Metode Drill and Practice, Hasil Belajar, Eksperimen, kontrol. This research aims to examine the extent to which the application of the Drill And Practice method influences student learning outcomes in the Audio Video Equipment Maintenance and Repair (P3AV) practicum in class 12 of Audio Video Engineering at SMK Negeri 1 West Sumatra. This research applies a quantitative approach with experimental methods. In this research, there were two sample groups involved, namely class 12 Audio Video Engineering (TAV) as the experimental group, and class 12 Industrial Electronics Engineering (TEI) as the control group. Samples were taken at simple random in the sampling process. The research instruments used include pretest and posttest questions in objective form as well as practical assessment sheets given after the learning process ends. Research data indicates that the experimental group had an average score of 83.55, exceeding the control group which had an average score of 75.55. From these results, it can be concluded that the application of the Drill and Practice method has a significant impact on increasing student learning achievement by 10.5%. The results of the hypothesis test show that the value of Tcount (3.022) is greater than Ttable (1.708), so the hypothesis (H0) is rejected and the hypothesis (H1) is accepted. In conclusion, the use of the Drill and Practice method has a significant impact on student achievement when carrying out the Practical Maintenance and Repair of Audio Video Equipment in class 12 Audio Video Engineering at SMK Negeri 1 West Sumatra.Keywords: Learning Method, Drill and Practice Method, Learning Results, Experiment, control.
Contribution of Teacher Readliness and Learning Facilities to the Implementation of the Independent Curriculum at SMK Negeri 5 Padang Putri Ardini; Efrizon Efrizon; Ilmiyati Rahmy Jasril; Dedy Irfan
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 13, No 1 (2025): Voteteknika (Vocational Teknik Elektronika dan Informatika)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v13i1.133028

Abstract

Teachers' preparedness and sufficient learning resources are necessary for vocational schools to adopt the Independent Curriculum (Kurikulum Merdeka). This study aims to investigate the effects of learning resources and teacher preparation on SMK Negeri 5 Padang`s implementation of the Independent Curriculum. 18 teachers from the departments of electrical installation and electronics were given questionnaires to complete in order to gather data for the study, which uses a quantitative correlational approach. According to the results, learning facilities account for 23% of the implementation of the Independent Curriculum, while teacher preparedness accounts for 37.2%. Additionally, the combined effect of these two elements is 46.4%, indicating that the availability of learning facilities and teacher preparedness are both essential for the successful implementation of the curriculum. According to the study, in order to maximize the effectiveness of the Independent Curriculum, schools should improve learning infrastructure and teacher training.
Pengaruh Media Pembelajaran Interaktif dalam Problem Based Learning Terhadap Hasil Belajar pada Mata Pelajaran Informatika di SMA Negeri 1 Sutera Tia Yuliana Putri; Efrizon; Rahmy Jasril; Rizkayeni Marta
Educational Journal Vol. 1 No. 1 (2025): AGUSTUS-OKTOBER
Publisher : Indo Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63822/h1tp5d25

Abstract

Penelitian ini untuk melihat pengaruh Media Pembelajaran Interaktif dalam Problem Based Learning Terhadap Hasil Belajar pada Mata Pelajaran Informatika di SMA Negeri 1 Sutera. Metode penelitian yang digunakan dalam penelitian ini adalah metode kuantitatif dengan  Desain penelitian menggunakan kuasi eksperimen (quasi- experimental design). Populasi dalam penelitian ini adalah siswa SMA Negeri 1 Sutera. Secara keseluruhan, total jumlah peserta didik kelas X di SMAN 1 Sutera mencapai 430 orang. Sampel dalam penelitian ini diambil sebanyak dua kelas yaitu kelas Fase E 1 berjumlah 36 siswa sebagai kelas kontrol dan kelas Fase E 3 berjumlah 36 siswa sebagai kelas eksperimen. bahwa penggunaan media pembelajaran interaktif Canva dalam model Problem Based Learning (PBL) memberikan pengaruh yang signifikan terhadap hasil belajar siswa pada mata pelajaran Informatika di SMA Negeri 1 Sutera. Pada pengujian hipotesis menggunakan Uji Independent Sample t-Test menunjukkan peningkatan hasil belajar dengan nilai signifikan sebesar 0,004 < 0,005, Sehingga Hipotesis dapat diterima.
Rancang Bangun E-Modul Berbasis STEM-Project Based Learning (STEM-PjBL) Pada Mata Pelajaran Sistem Kendali Industri Di SMKN 1 Bukittinggi Fadhli Harzian Syah; Muhammad Adri; Efrizon Efrizon; Titi Sriwahyuni
Journal of Innovative and Creativity Vol. 5 No. 2 (2025)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joecy.v5i2.3019

Abstract

This study aims to design and develop an interactive e-module based on STEM-Project Based Learning (STEM-PjBL) for the Industrial Control Systems subject at SMKN 1 Bukittinggi. This e-module is designed to address the limitations of conventional learning resources and the dominance of less interactive lecture methods, as well as to increase student engagement in learning. Using a Research and Development (R&D) approach with the 4D model (Define, Design, and product creation in Develop), this research focuses on needs analysis, content structure design, media selection, and e-module interface design. The main innovation of this e-module lies in the comprehensive integration of STEM concepts through real-world project scenarios relevant to the industry, as well as the use of interactive features from Lectora Desktop and Canva for engaging visualisation. The e-module is packaged in an Android application format (.apk) for offline accessibility. The design results indicate that this e-module has a systematic structure, interactive features, and an attractive interface, thereby holding significant potential to facilitate contextual and applied learning in Industrial Control Systems.