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Pengembangan E-Book Interaktif Mata Pelajaran Dasar Listrik dan Elektronika Kelas X Teknik Audio Video Andesla Putri, Wenny; Slamet, Legiman
Jurnal Pendidikan Tambusai Vol. 5 No. 3 (2021): 2021
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (670.161 KB) | DOI: 10.31004/jptam.v5i3.2183

Abstract

Penelitian ini bertujuan untuk mengetahui hasil uji validitas dan praktikalitase-book yang dibuat menggunakan Flip PDF Corporate Edition. Model penelitian yang digunakan dikembangkan oleh Borg and Gall yang terdiri dari 10 langkah tetapi hanya diadaptasi sebanyak 7 langkah karena keterbatasan waktu dan dana. Uji validitas dilakukan oleh 4 orang ahli yaitu 2 Orang Ahli Materi dan 2 Orang Ahli Media. Hasil penilaian validasi materi menurut kedua ahli materi menggunakan homogen-homogen 96,67% dengan kategori sangat valid. Hasil penilaian validasi media menurut kedua ahli media menggunakan homogen-homogen 96,67% dengan kategori sangat valid. Uji praktikalitas dilakukan kepada 2 orang guru yaitu ketua jurusan Tav dan guru mata pelajaran serta peserta didik kelas X TAV sebanyak 10 orang. Hasil penilaian praktikalitas oleh guru menurut kedua guru menggunakan homogen-homogen 97,33% dengan kategori sangat praktis. Hasil penilaian praktikalitas kepada peserta didik mendapatkan nilai total 82,8% dengan kategori sangat praktis. Berdasarkan hasil tersebut, disimpulkan bahwa media pembelajaran e-book menggunakan Flip PDF Corporate Edition yang dihasilkan sudah valid dan praktis untuk dapat digunakan oleh guru dan peserta didik dalam pembelajaran.
Perancangan Modul Mata Pelajaran Simulasi dan Komunikasi Digital Berbasis Mind Mapping Nadira Sari, Mizia; Slamet, Legiman
Jurnal Pendidikan Tambusai Vol. 6 No. 1 (2022): April 2022
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (465.071 KB)

Abstract

Penelitian ini bertujuan untuk: (1) merancang modul pembelajaran simulasi dan komunikasi digital yang menarik dan efektif berbasis mind mapping untuk siswa kelas X Teknik Audio Vidio di SMK Cendana Padang Panjang, (2) untuk mengetahui tingkat kevalidan atau kelayakan modul pembelajaran simulasi dan komunikasi digital berbasis mind mapping yang dirancang menggunakan software MindMaple Lite dan dibantu oleh software Flip PDF Corporate Edition. Model pengembangan yang digunakan untuk merancang modul ini adalah model pengembangan ADDIE terbatas, yaitu hanya mengadopsi 4 langkah, karena keterbatasan waktu, dana, dan kemampuan penulis. Uji validitas dilakukan oleh 2 orang dosen dan 1 orang guru mata pelajaran Simulasi dan Komunikasi Digital yaitu ahli materi dan ahli media, begitu juga dengan uji reliabilitas. Hasil penilaian validasi ahli materi secara keseluruhan mendapat nilai total sebesar 97,23% sehingga termasuk pada kategori sangat valid atau sangat layak untuk digunakan sebagai bahan ajar, sedangkan validasi ahli media secara keseluruhan mendapat nilai total sebesar 96,48% sehingga termasuk pada kategori sangat valid atau sangat layak untuk digunakan sebagai bahan ajar. Adapun hasil uji reliabilitas ahli materi diperoleh nilai koefisien Cronbach alpha sebesar 0,932178932 sehingga termasuk kedalam kategori reliabilitas sangat tinggi, dan hasil uji reliabilitas ahli media diperoleh nilai koefisien Cronbach alpha sebesar 0,887096774 sehingga termasuk kedalam kategori reliabilitas sangat tinggi.
KONTRIBUSI MINAT BELAJAR DAN E-LEARNING SEBAGAI MEDIA PEMBELAJARAN TERHADAP HASIL BELAJAR SISWA KELAS X JURUSAN TEKNIK KOMPUTER DAN JARINGAN SMK NEGERI 1 AIR PUTIH KABUPATEN BATUBARA SUMATERA UTARA Faridah Hanum; Legiman Slamet; Titi Sriwahyuni
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 3, No 1 (2015): Januari - Juni 2015
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v3i1.5171

Abstract

The background of this research based on the result of the Network Basic training subject wasnot optimal on semester 2013/2014, of which 30.56% scored below the minimum complete ness criteria (KKM).This research is acorrelational study description.The purpose of this research was to reveal how much the contribution of learning and e-learning as Media learning jointly and severally on learning outcomes. The study population numbered 72 people and the sample amounted to 42 students of class X TKJ SMKN 1 Air Putih. The sampling technique was randomly (Simple Random Sampling). Data student learning out comes obtained from X TKJ home room. While data on learning and e-learning as media learning was collected through question naires distributed to students by using a Likert scale that has been tested for validity and reliability. The result showed that (1) interest in learning and e-learning as media learning together contribute significantly to the results of class X student Department of TKJ SMK N 1 Air Putih by 35.30%, (2) interest in learning contribute significantly to the results of class X student Department of TKJ SMK N Air Putih by 22.28%, (3) e-learning as media learning contribute significantly to the results of class X student Department of TKJ SMK N 1 Air Putih by 30.14% , So it can be concluded that the interest in learning and e-learning as media learning  contribute to the results of class X student in the Department of TKJ SMK N 1 Air Putih, ncreasing interest in higher learning and the use of e-learning as media learning , the higher the learning outcomes. Key-word : Interest in Learning, E-learning As Media Learning, Learning Outcomes.
KONTRIBUSI CARA BELAJAR DAN STATUS SOSIAL EKONOMI KELUARGA TERHADAP PRESTASI BELAJAR SISWA BERPRESTASI KELAS XI JURUSAN TEKNIK AUDIO VIDEO (TAV) SMK NEGERI DAN SWASTA DI KOTA PADANG Dina Amelia Amelia; Putra Jaya; Legiman Slamet
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.v2i2.3291

Abstract

The purpose of this study was to reveal the contribution of student learning and  Family Socioeconomic Statuson student achievement outstanding Class XI Department of Audio Video (TAV) Public and Private SMK Padang. This research is a correlationaldescriptive study. The study population totaled 69 students and the sample amounted to 41 outstanding students of class XI and SMK Padang Private in the Academic Year 2012/2013. Sampling technique proportional random sampling. Student learning outcomes data is obtained from the public and private vocational school student in the city of Padang. While data on student learning and Family Socioeconomic Status were collected through a questionnaire using a Likert scale that has been tested for validity and reliability. Data were analyzed using a computer program SPSS version 16.0. The results of data analysis showed: (1) How to study and Family Socioeconomic Status together accounted for 56.6% of the outstanding student achievement in public and private SMK Padang; (2) How to Learn accounted for 30.1% of the outstanding student achievement in public and private SMK Padang; (3) Family Socioeconomic Status accounted for 15.13% of the outstanding student achievement in public and private SMK Padang.Keywords: How to Learn, Family Socioeconomic Status, Learning achievement, correlational descriptive, proportional random sampling.
ANALISIS PENERIMAAN IMPLEMENTASI SISTEM INFORMASI E-LEARNING UNIVERSITAS NEGERI PADANG MENGGUNAKAN PENDEKATAN TECHNOLOGY ACCEPTANCE MODEL Jefri Rajif; Legiman Slamet; Yasdinul Huda
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 6, No 1 (2018): Januari - Juni 2018
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v6i1.10417

Abstract

The increasing information needs resulting the need of the information development systems also increased. The presence of a system development will help an agency to facilitate the management of your data and present a quality information. Any education world did not escape from its touch. The integration of information technology into the world of education has created a major influence. One of the products of integration of information technology into the world of education is e-learning. State University of Padang (UNP) has started to implement e-learning lesson in the process. Through the services of the technical services unit (PUSKOM) of the UNP, the development of e-learning that has started from the end of the year 2013 which in its utility is integrated with academic information systems and academic portal that is already running. It is becoming the cornerstone for the research which is related to the condition of existing system now. Whether e-learning really has accepted its existence by the student as a user. This study aims to reveal the influence of the framework of the Technology Acceptance Model (TAM) against the acceptance of the application of UNP e-learning information system. Techniques of sampling was done randomly and sharing as well as proportional (Proportionate Stratified Random Sampling). Data of the number of students as the user is obtained from PUSKOM. The data framework of TAM who is deciding factors in the acceptance of the application of E-learning, such as the perceived ease of use, perceived usefulness of, attitude toward using, and actual use, which becomes a variable in this study were collected through the questionnaire by using the Likert scale in the calculation that has tested the validity and reliability. Then the data were analyzed using statistical methods to analyze its effects. The results of the analysis of the data indicates that the variables research jointly has the influence on the acceptance of the E-learning application.Keywords  : Information system, E-learning, Technology Acceptance Model, TAM
ANALISIS KUALITAS LAYANAN PORTAL kemahasiswaan.ft.unp.ac.id MENGGUNAKAN METODE WEBQUAL 4.0 (Studi Pada Mahasiswa Fakultas Teknik Universitas Negeri Padang Sebagai Pengguna Portal Kredit Ekstrakulikuler) Siti Muthmainnah; Legiman Slamet; Titi Sriwahyuni
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 5, No 1 (2017): Januari - Juni 2017
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v5i1.6423

Abstract

Portal kemahasiswaan.ft.unp.ac.id as information service provider on student’s credit points should’ve good quality on services, not only in information but also in interactions between user and interface on between user and admin. This research aims to provide how good the service quality which give of portal in fulfill student’s necessary. The method used is webqual 4.0 method that includes four dimensions that is usability dimension, information quality, quality of services interaction and overall. Sampel of the researchis 98 students. Sampel determining by random and proportional levels. Data were collected throught a questionnaire. Containing statements about student’s perceptions of portal. The data will be processed to obtain the webqual index (WQI) values which use to determining the value of service quality. The analysis showed that the service quality of portal kemahasiswaan.ft.unp.ac.id is good which value of webqual index (WQI) scale is 0,73. The value of each dimension are usability is 0,75; information quality is 0,73; quality of services interaction and overall is 0,71. The factors that influence service quality of portal is usability dimension, it seen by value of WQI scale is 0,75.  Keywords: WIFI@UNP, Fuzzy-Servqual, gap.
Kontribusi Kreativitas dan Kebiasaan Belajar Terhadap Hasil Belajar Siswa kelas X Manharifal Manharifal; Legiman Slamet
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 9, No 2 (2021): Vol. 9, No 2, Juni 2021
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v9i2.111433

Abstract

Penelitian ini didasari oleh permasalahan kurangnya hasil belajar siswa dalam pelajaran Menerapkan Keselamatan dan Kesehatan Kerja di Sekolah Menengah Kejuruan Negeri 1 Sumbar. Tujuan dilakukan penelitian ini adalah mengungkapkan besarnya kontribusi kreativitas dan kebiasaan belajar atas hasil belajar siswa. Metode yang digunakan adalah analisis korelasi. Populasi melibatkan 46 siswa dan sampel melibatkan 32 siswa. Sampel dilakukan dengan memakai teknik simple random sampling. Hasil dari analisis data ini menyatakan  bahwa (1) kreativitas belajar  dapat berkontribusi sebesar 18,31% terhadap hasil belajar siswa, (2) kebiasaan belajar dapat berkontribusi sebesar 22,39% terhadap hasil belajar siswa, (3) kreativitas belajar dan kebiasaan belajar secara bersama-sama dapat berkontribusi sebesar 27,44% terhadap hasil belajar siswa kelas. Jadi dapat diambil kesimpulan semakin baik kreativitas dan kebiasaan belajar siswa dalam proses pembelajaran, maka akan semakin tinggi pula hasil belajar dari siswa tersebut.Kata Kunci : Kreativitas, Kebiasaan Belajar, Hasil Belajar       This research is based on the problem of the lack of student learning outcomes in the subject of Implementing Occupational Safety and Health at State Vocational High School 1 Sumbar. The purpose of this research is to reveal the contribution of creativity and learning habits to student learning outcomes. The method used is correlation analysis. The population involved 46 students and the sample involved 32 students. Samples were conducted using simple random sampling technique. The results of this data analysis state that (1) learning creativity can contribute 18.31% to student learning outcomes, (2) study habits can contribute 22.39% to student learning outcomes, (3) learning creativity and learning habits together can contribute 27.44% to the learning outcomes of class students. So it can be concluded that the better the creativity and learning habits of students in the learning process, the higher the learning outcomes of these students.Keywords: learning creativity, study habits, learning outcomes
APLIKASI MOBILE LEARNING ILMU BIOLOGI UNTUK SISWA KELAS X SEKOLAH MENENGAH ATAS BERBASIS ANDROID (Studi Kasus SMA N 10 Padang) Liranti Rahmelina; Legiman Slamet; Yasdinul Huda
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 2, No 2 (2014): Juli - Desember 2014
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v2i2.4076

Abstract

The background of this research background by the development of smartphones and mobile technology or operating system on smartphones, such as Android. This research aims to produce a system design for mobile learning Biology class X, Th Semester. 2013/2014 teachings in SMA N 10 Padang, preferably in the learning process in biology, the nature of the book memorization. Besides, the lack of media used can sometimes make children often get bored in studying biology. This study was designed with the software modeling language with object-oriented programming method that uses modeling languages ​​Unified Modeling Language (UML). The programming language used is Java, using the Eclipse IDE. Trials will be conducted on the 2.2 emulator. while the implementation is done at the Samsung Galai Young with Android 4.0.1. In general, the results are displayed on the emulator and Galai Young is not much different, it's just Android with a higher version has faster access speed. Keywords        : Mobile Learning, Biological Sciences High School Class X, Android Application.
Rancang Bangun Aplikasi Penjualan Tiket Travel di Lima Puluh Kota ( Mudiak ) Berbasis Android Miftahul Rizki; Legiman Slamet
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 8, No 1 (2020): Vol 8, No 1, Maret 2020
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v8i1.107753

Abstract

Pemesanan tiket biasanya dilakukan sebelum melakukan perjalanan menggunakan trasnpotrasi umum. Saat ini pemesanan tiket masih dilakukan dengan cara konvensional yaitu datang langsung ke perusahaan travel. Proses pemesanan ini kurang efektif karena banyak menghabiskan  waktu dan biaya. Penelitian ini menghasilkan aplikasi penjualan tiket travel di Kabupaten Lima Puluh Kota berbasis android. Perancangan aplikasi menggunakan metode prototyping dengan pemograman java berbasis android menggunakan software aplikasi android studio dengan versi gradle 4.10.3. Pada aplikasi ini terdapat fitur jadwal dan tarif. Pada pemesanan tersedia fitur chat untuk memudahkan komunikasi antara penumpang dengan perusahaan travel. Pembuatan aplikasi ini bertujuan untuk memudahkan pengguna dalam melakukan pemesanan tiket travel dimana saja dan kapan saja. Dengan adanya aplikasi ini sangat bermanfaat bagi perusahaan travel PO Bahagia, karena dari pemesenan tiket secara manual menjadi lebih praktis dan memudahkan pengguna memesan tiket tanpa harus ke loket.Kata kunci : travel, tiket, android, aplikasi. Ticket reservations are usually made before traveling using public transportation. Currently, ticket reservations are still done in the conventional way that is, come directly to the travel company. This ordering process is less effective because it consumes a lot of time and money. This research resulted in an application for selling travel tickets in Lima Puluh Kota Regency based on Android. The design of the application uses the prototyping method with Java-based Android programming using Android Studio application software with Gradle version 4.10.3. In this application, there is a schedule and tariff feature. In the chat feature available to facilitate communication between passengers and travel companies. The making of this application aims to facilitate users in booking travel tickets anywhere and anytime. This application is very useful for PO Bahagia travel companies because manually ordering tickets becomes more practical and makes it easier for users to order tickets without having to go to the ticket window.Keywords: travel, ticket, android, application
PENGARUH APLIKASI LECTORA INSPIRE BERBASIS ICT SEBAGAI MEDIA PEMBELAJARAN INTERAKTIF PADA MATA DIKLAT SOD TERHADAP HASIL BELAJAR SISWA KELAS X JURUSAN TEKNIK KOMPUTER JARINGAN SMKN 1 TANJUANG BARU Anggi Hadi Wijaya; Legiman Slamet; Dharma Liza Said
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 2, No 2 (2014): Juli - Desember 2014
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v2i2.4062

Abstract

This research aims to known the positive and significance influence of the Interactive learning media instructionusing Lectora Inspire based ICTof students class X TKJ SMKN 1Tanjuang Baru. This type of research is descriptive quantitative which using true eksperiment. Selection’s techniques of the informantin this research using simply random sampling which class X TKJ 1A as a class of control without Lectora Inspire aplication instruction in study and class X TKJ 1B as a class of eksperimen with interactive Lectora Inspire aplication. Data collection techniquesusing post test of the student’s examination at each meeting. Data were analyzed by used the statistical methods of normality, homogenenity, and hyphotesis. The results of data analysis showed : 1 ) Hyphotesis that tested by using t-test show that Ho refused and Hi accepted. This mean that interactive multimedia instruction has positive significance effect to learning achievement of the students of SMKN 1 Tanjuang Baru, 2 ) Learning achievement students of eksperiment class is higher than students of control class , 3 ) the percentage of the influence effect are 11% Keywords : influence, Interactive learning media instructionusing Lectora Inspire based ICT