Articles
Augmented Reality (AR)-Based Learning Media on the Subject of Computer Network Installation
Mubai, Akrimullah;
K, Rukun;
E, Tasrif;
A, Huda
Jurnal Pendidikan dan Pengajaran Vol 53, No 2 (2020): July 2020
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jpp.v53i2.25943
This study aims to design and build Augmented Reality (AR) - Based Learning Media on the Subject of Computer Network Installation, and analyze the validity and effectiveness of the media developed. The development model used in this study is the 4D (four-D) development model that starts from the defining, desiging, development and disseminate stages. Media validation was carried out by experts namely lecturers of the Department of Informatics Education, Department of Electronics Engineering, Faculty of Engineering, State University of Padang, who took the practical work subject of Computer Network Installation in the semester on January-June 2020. The results of this study are in the form of a blue print of media design, a job sheet book of AR-based Computer Network Installation and its application which is published on the Google Play Store under the name AR_JARKOM_INFORMATIKA-UNP. AR - Based Learning Media of Computer Network Installation is able to present practical work devices in the form of 3D virtual objects and video tutorials, so that this learning media has good mobility, independence, and interactivity in supporting independent learning. Furthermore AR - Based Learning Media on the Computer Network Installation is categorized valid from the design side with a value of 0.875 and valid from the material side with a value of 0.827. Then the use of AR-based learning media is more effective than print-based learning media based on trial data with a practical success rate of 71.79% for AR-based media and 60.92% for print-based media. So based on data from the results of this study, the learning media of AR-based Computer Network Installation is categorized as an appropriate and effective learning media to be used in practical work learning of Computer Network Installation.
Sistem Pendukung Keputusan Aplikasi Electronic-Orang Tua Asuh Menggunakan Metode Simple Additive Weighting
Elfi Tasrif;
Muhammad Hanafi Prasyah;
Denny Kurniadi;
Hadi Kurnia Saputra;
Akrimullah Mubai;
Tri Yuli Pahtoni
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 8, No 4 (2020): Vol. 8, No 4, Desember 2020
Publisher : Universitas Negeri Padang
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DOI: 10.24036/voteteknika.v8i4.110219
Pendidikan memegang peran utama dalam proses pengembangan potensi diri anak. Orang tua memiliki kewajiban dalam memberikan pendidikan yang layak untuk anaknya. Memperoleh pendidikan sebagai warga Negara tidak terlepas dari biaya pendidikan. Sehingga sebagian orang tua tidak dapat memenuhi kewajibannya karena faktor ekonomi yang lemah. Pemerintah hanya menanggung biaya pendidikan warga Negara hingga jenjang pendidikan dasar. Peran masyarakat beserta pegawai akademik di perguruan tinggi dalam meringankan beban biaya pendidikan mahasiswa dapat disebut sebagai donatur. Peran donatur sangat diharapkan agar proses pendidikan dapat berjalan dengan lancar dan meringankan beban biaya pendidikan. Sistem Informasi E-ORA (Electronic-Orangtua Asuh) dibangun dengan tampilan berbasis Android yang berperan sebagai sarana penyaluran donasi, sehingga dapat membantu donatur dalam memberikan bantuan terhadap mahasiswa yang kurang mampu. Sistem ini dibangun menggunakan metode Simple Additive Weighting untuk menentukan rekomendasi mahasiswa terbaik berdasarkan kriteria, menggunakan bahasa pemograman Java dan khusus digunakan oleh pengguna platform Android.
Meta analisis: Efektivitas model pembelajaran flipped classroom di pendidikan kejuruan
Akrimullah Mubai;
Ambiyar Ambiyar;
Fadhilah Fadhilah;
Usmeldi Usmeldi
Jurnal Pembangunan Pendidikan: Fondasi dan Aplikasi Vol 8, No 1 (2020): June
Publisher : Graduate School, Universitas Negeri Yogyakarta
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DOI: 10.21831/jppfa.v8i1.36542
Berbagai model pembelajaran baru banyak dikembangkan, tetapi tidak semuanya model pembelajaran efektif pada pendidikan kejuruan. Pendidikan kejuruan membutuhkan model pembelajaran yang dapat mendorong berfikir kritis dan keterampilan praktis dengan pembelajaran berupusat pada siswa serta pemanfaatan teknologi terkini. Untuk itu penelitian ini bertujuan membahas efektifitas model pembelajaran Flipped Classroom di pendidikan kejuruan yang menjadi salah satu model pembelajaran yang belum lama ini dikembangkan. Penelitian ini menggunakan metode meta analisis dengan jenis data sekunder. Data yang diperoleh berupa hasil nilai post test kelas kontrol dan kelas eksperimen dari artikel penelitian yang menggunakan model pembelajaran Flipped Classroom di berbagai pendidikan kejuruan. Sebanyak 15 artikel penelitian dibedah dan data yang diperoleh dikalkulasi menggunakan rumus effect size (ES). Hasil kalkulasi menunjukkan bahwa model pembelajaran Flipped Classroom memiliki efek yang tinggi terhadap hasil belajar pada pendidikan kejuruan di berbagai bidang keahlian. Dengan demikian model pembelajaran Flipped Classroom sangat efektif dan tepat digunakan dalam proses pembelajaran pendidikan kejuruan untuk menghasilkan lulusan yang siap kerja atau berwirausaha.AbstractVarious new learning models have been developed, but not all of them are effective learning models in vocational education. Vocational education requires a learning model that can encourage critical thinking and practical skills with student-centered learning and the use of the latest technology. For this reason, this study aims to discuss the effectiveness of the Flipped Classroom learning model in vocational education which is one of the recently developed learning models. This study uses a meta-analysis method with secondary data types. The data obtained are in the form of the results of the post-test scores of the control class and the experimental class from research articles using the Flipped Classroom learning model in various vocational education. A total of 15 research articles were dissected and the data obtained were calculated using the effect size (ES) formula. The calculation results show that the Flipped Classroom learning model has a high effect on learning outcomes in vocational education in various fields of expertise. Thus the Flipped Classroom learning model is very effective and appropriate to use in the vocational education learning process to produce graduates who are ready to work or become entrepreneurs.
Augmented Reality (AR)-Based Learning Media on the Subject of Computer Network Installation
Akrimullah Mubai;
Rukun K;
Tasrif E;
Huda A
Jurnal Pendidikan dan Pengajaran Vol 53 No 2 (2020): July
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jpp.v53i2.25943
This study aims to design and build Augmented Reality (AR) - Based Learning Media on the Subject of Computer Network Installation, and analyze the validity and effectiveness of the media developed. The development model used in this study is the 4D (four-D) development model that starts from the defining, desiging, development and disseminate stages. Media validation was carried out by experts namely lecturers of the Department of Informatics Education, Department of Electronics Engineering, Faculty of Engineering, State University of Padang, who took the practical work subject of Computer Network Installation in the semester on January-June 2020. The results of this study are in the form of a blue print of media design, a job sheet book of AR-based Computer Network Installation and its application which is published on the Google Play Store under the name AR_JARKOM_INFORMATIKA-UNP. AR - Based Learning Media of Computer Network Installation is able to present practical work devices in the form of 3D virtual objects and video tutorials, so that this learning media has good mobility, independence, and interactivity in supporting independent learning. Furthermore AR - Based Learning Media on the Computer Network Installation is categorized valid from the design side with a value of 0.875 and valid from the material side with a value of 0.827. Then the use of AR-based learning media is more effective than print-based learning media based on trial data with a practical success rate of 71.79% for AR-based media and 60.92% for print-based media. So based on data from the results of this study, the learning media of AR-based Computer Network Installation is categorized as an appropriate and effective learning media to be used in practical work learning of Computer Network Installation.
Pemanfaatan media pembelajaran berbasis augmented reality menggunakan aplikasi Ar_Jarkom pada mata kuliah instalasi jaringan komputer
Elfi Tasrif;
Akrimullah Mubai;
Asrul Huda;
Kasman Rukun
Jurnal Konseling dan Pendidikan Vol 8, No 3 (2020): JKP
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)
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DOI: 10.29210/153400
This study aims to determine the level of practicality, effectiveness, and influence of the application of learning media based on Augmented Reality (AR) in the Computer Network Installation course using a mobile application called AR_JARKOM_INFORMATIKA_UNP. This study used the Research and Development (R&D) method with research subjects, namely students in class 2F3 and 2F4 of the Informatics Engineering Education Department of Electronics Engineering, Faculty of Engineering, Padang State University who attended the Computer Network Installation lectures for the January-June 2020 semester. The results of this study indicate that AR-based learning media has a practicality level of 88.40% with a very practical category, then in the effective category based on the post-test score of the experimental class (2F3) which is 73.16 which is higher than the control class (2F4) which is 69.25 and provides 33.6% contribution to the learning outcomes of Computer Network Installation based on the r square value of 0.336. So it can be concluded that AR-based learning media has a good level of practicality, effectiveness and influence to be used in the learning process of Computer Network Installation.
Implementasi Model Cipp Dalam Evaluasi Kurikulum Pendidikan Teknik Informatika
Akrimullah Mubai;
Nizwardi Jalinus;
Ambiyar Ambiyar;
Wakhinuddin Wakhinuddin;
Rijal Abdullah;
Fahmi Rizal;
Waskito Waskito
EDUKATIF : JURNAL ILMU PENDIDIKAN Vol 3, No 4 (2021): August Pages 1101-2382
Publisher : Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/edukatif.v3i4.549
Evaluasi kurikulum menjadi hal yang sangat penting dalam meninjau sejauh mana tercapainya tujuan dari suatu program pendidikan. Untuk itu penelitian ini bertujuan untuk mengevaluasi kurikulum Pendidikan Teknik Informatika (PTI) yang dikembangakan oleh civitas akademisi program studi PTI Fakultas Teknik, Universitas Negeri Padang, Indonesia. Penelitian ini merupakan penelitian kualitatif dengan menggunnakan model CIPP (Context, Input, Process, and Product). Dalam penerapan model CIPP digunakan pendekatan analisis komparatif untuk membandingkan setiap data indikator kurikulum dengan data standar-standar yang ditetapkan oleh pemerintah. Data diperoleh melalui analisis dokumen dan wawancara secara terstruktur kepada 2 orang dosen sebagai repsonden yang salah satunya ketua program studi PTI periode 2010-2014 dan 2015-2019. Hasil penelitian memperoleh rerata nilai dari setiap komponen CIPP yaitu 97% dengan kategori sangat efektif. Perolehan ini dicapai dengan beberapa strategi yakni dengan pelaksanaan evaluasi secara berkala disetiap indikator kurikulum, penyediaan fasilitas pengembangan potensi setiap civitas akademisi dan memberikan hadiah bagi yang berprestasi. Sehingga dengan adanya evaluasi kurikulum ini banyak hal yang dapat dipelajari dari setiap indikator untuk mempertahankan dan meningkatkan capaian yang telah diraih
Needs Analysis in Learning Media Development Based on Augmented Reality (AR) for Computer Network Installation Courses
Mubai, Akrimullah;
Rukun, Kasman;
Giatman, Giatman;
Edidas, Edidas
Jurnal Pendidikan Teknologi Kejuruan Vol 3 No 1 (2020): Reguler Issue
Publisher : Universitas Negeri Padang
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DOI: 10.24036/jptk.v3i1.3723
This needs analysis research consists of field studies and literature studies. Where the purpose of this research is; 1) description of student achievement values and learning processes, 2) the uses and constraints faced by students in the use of learning media Computer Network Installation, 3) formulation of instructional media needed in learning computer network installation. This research belongs to the type of qualitative descriptive research. The subjects of this study were 29 students of Informatics Engineering Education study programs and 2 lecturers of computer network installation courses. Data obtained using a questionnaire and analysis qualitatively through stages; arranging, tabulating, analyzing qualitative data and making interpretations of the results of the analysis according to the problems and objectives of the study which then makes conclusions. The results showed that; 1) there are still many students who have not reached the score above the minimum criteria and fail in carrying out the practicum process, 2) the biggest obstacle faced by students in implementing Computer Network Installation learning is the limitations of using instructional media that are less effective to support independent learning, 3) the media that need developed for learning Computer Network Installation which is learning media based on Augmented Reality (AR).
Utilization of Outseal PLC Microcontroller Trainer Learning Media Assisted by Mobile Applications
Satrinawati, Satrinawati;
Irfan, Dedy;
Mubai, Akrimullah
Jurnal Teknologi Informasi dan Pendidikan Vol. 16 No. 2 (2023): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang
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DOI: 10.24036/jtip.v16i2.808
The use of trainer media requires a fairly high cost. this gives a burden to students if it is required to be owned. We propose a solution by using mobile learning media as a place for students to learn the outseal Programmable Logic Controller (PLC) microcontroller trainer. Therefore, the purpose of this study is to examine the practicality, and effectiveness of the learning media for the PLC outseal microcontroller trainer assisted by mobile applications. This research was conducted on Microprocessor Microcontroller learning in Industrial Electronics Engineering department of SMK Negeri 3 Batam, Indonesia. This research was conducted using a one group pretest posttest design with quantitative and primary data types. Data was obtained using questionnaires and test instruments which were then calculated using percentages for the practicality test and Gain Score for the effectiveness test. The results of this study obtained the results that the Outseal PLC Microcontroller Trainer media is very practical with a percentage of 92.27% by teachers and 90.35% by students. The effectiveness of using this media has an impact on increasing 71% for cognitive, 72% for affective, and 78% for psychomotor students. This concludes that the learning media developed is ready to be used on a wider scale. In addition, the use of this media provides effectiveness in learning at a low cost and easily.
Implementation of Mobile Learning Design in the Flipped Direct Instruction Model to Increase Student Competency Using a Constructivist Approach
Irfan, Dedy;
Lativa Mursyida;
Akrimullah Mubai
Journal of Education Technology Vol. 7 No. 4 (2023): November
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/jet.v7i4.69768
Mobile learning using technology is the main challenge for Generation Z students today. This challenge will affect students' independence and ability to learn. For this reason, this research aims to test the implementation of mobile learning using the Flipped Direct Instruction (FDI) model and develop Jarkom FDI learning media using a constructivist approach. This type of research is Quasi-Experimental Research. The control class and experimental class were used in this research. The Direct Instruction (DI) model is applied in the control class, and the FDI model is used for the experimental class. This research uses quantitative and primary data types. The methods used to collect data are questionnaires and tests. The instruments used to collect data were questionnaires and question sheets. The techniques used to analyze data are qualitative and quantitative statistical analysis. Data was obtained using test instruments and calculated using the Gain Score method. The results of the research are Jarkom FDI learning media along with mobile learning implementation data. This data obtains a percentage of the Gain Score, namely 75.04%, with a minimum percentage of 61.7% and a maximum percentage of 100.0%. 75.04% answered the research hypothesis that there is a significant influence of implementing mobile learning design in the FDI learning model with a constructivist approach on the results of computer network installation practicum learning. It was concluded that the learning model that uses mobile with a constructivist approach effectively improves students' cognitive and psychomotor abilities. The results of this study are expected to be one of the qualified options for increasing the effectiveness of the implementation of Computer Network Installation learning.
Improving the Competence of MGMP Informatics Teachers in Preparing Gamification-Based IBT in the Era of Education 5.0
Dewi, Ika Parma;
Mursyida, Lativa;
Suriani, Ari;
Fikri, Ryan;
Sandra, Randi Proska;
Mubai, Akrimullah;
Marta, Rizkayeni
GUYUB: Journal of Community Engagement Vol 6, No 1 (2025): Maret
Publisher : Universitas Nurul Jadid
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DOI: 10.33650/guyub.v6i1.9906
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.