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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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jptk.v3i1.3723

Abstract

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).
The Influence of PLI Experience and Soft Skills on Work Readiness with Work Motivation as a Mediator among Students of Akademi Pariwisata Bunda Padang Yulia Mandasari; Ida Rochanawati; Musparni Musparni; Naseh Ulwan; Akrimullah Mubai
Jurnal Pendidikan Tata Boga dan Teknologi Vol 7, No 2 (2026): Jurnal Pendidikan Tata Boga dan Teknologi
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jptbt.v7i2.27337

Abstract

This study examines the influence of Industrial Field Practice (PLI) Experience and Soft Skills on Work Readiness among students of Akademi Pariwisata Bunda Padang, with Work Motivation as a mediating variable within the Stimulus-Organism-Response (SOR) theoretical framework. Using a quantitative approach with total sampling, data were collected from all 40 students of the 2024 cohort and analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM) via SmartPLS, incorporating bootstrapping procedures and outer model evaluation. Results indicate that PLI Experience directly and significantly influences Work Readiness (β = 0.839; T = 8.792), but does not significantly affect Work Motivation (T = 0.727; p = 0.467). Soft Skills emerged as the most dominant predictor of Work Motivation (β = 0.921; T = 25.340; p < 0.001) and significantly predicted Work Readiness directly (β = 0.589; T = 4.098). Work Motivation significantly mediates only the Soft Skills–Work Readiness pathway (indirect effect = 0.381; T = 2.800; p = 0.005). These findings confirm the SOR Framework's applicability in vocational tourism education and highlight the strategic need for institutions to strengthen PLI quality and embed structured soft skills development within the curriculum to produce competitive hospitality graduates.
Pemberdayaan masyarakat melalui inovasi rendang lokan dan digitalisasi pemasaran di Pesisir Selatan Ciptro Handrianto; Akrimullah Mubai; Maizul Rahmizal; Ritno Ahmanda; Dimas Aditiya; Anggun Muliya Warni
KACANEGARA Jurnal Pengabdian pada Masyarakat Vol 9, No 2 (2026): Mei
Publisher : Institut Teknologi Dirgantara Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28989/kacanegara.v9i2.3437

Abstract

Permasalahan utama yang dihadapi masyarakat Nagari Lalang Panjang Inderapura, Kabupaten Pesisir Selatan, Sumatera Barat, adalah keterbatasan pengetahuan tentang teknik pengolahan, pengemasan dan minimnya pemanfaatan platform digital dalam pemasaran rendang lokan sehingga produk belum memiliki nilai jual yang optimal. Untuk mengatasi permasalahan tersebut, program pemberdayaan ini dilaksanakan dengan tujuan: (a) meningkatkan keterampilan pengolahan rendang lokan sebagai kuliner khas daerah dengan standar higienis, (b) melatih teknik pengemasan produk secara menarik dan bernilai jual tinggi, serta (c) memperkuat strategi pemasaran, khususnya melalui media digital, guna memperluas jangkauan pasar dan meningkatkan pendapatan masyarakat. Kegiatan dilaksanakan melalui metode ceramah, diskusi interaktif, praktik langsung, dan pendampingan berkelanjutan kepada 20 orang ibu rumah tangga. Evaluasi dilakukan melalui observasi dan kuesioner. Hasil kegiatan menunjukkan peningkatan keterampilan yang signifikan, dimana 85% peserta menguasai pengolahan dan pengemasan produk, serta 75% aktif memanfaatkan media digital untuk pemasaran. Terbentuknya Kelompok Usaha Bersama (KUB) menjadi wadah keberlanjutan usaha. serta bertambahnya pemahaman mengenai strategi pemasaran online. Program ini terbukti efektif menjadi model pemberdayaan ekonomi masyarakat pesisir yang berkelanjutan serta dapat direplikasi pada wilayah lain dengan potensi sumber daya serupa.
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.
Rancang Bangun Sistem Informasi Presensi Berbasis Web Menggunakan Framework Laravel dengan Fitur Pengenalan Wajah pada SMK Negeri 3 Pariaman M Ananda Adhitya Perdana; Agariadne Dwinggo Samala; Rizkayeni Marta; Akrimullah Mubai
Menara Ilmu : Jurnal Penelitian dan Kajian Ilmiah Vol 20, No 2 (2026): Vol 20 No. 02 APRIL 2026
Publisher : LPPM Universitas Muhammadiyah Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31869/mi.v20i2.7985

Abstract

SMK Negeri 3 Pariaman masih menggunakan sistem presensi manual berbasis lembar tanda tangan yang tidak efisien dan rentan terhadap kecurangan. Pengajuan izin, sakit, dan cuti dilakukan melalui pesan WhatsApp tanpa dokumentasi terpusat sehingga data tidak terstruktur. Penelitian ini bertujuan merancang dan membangun sistem informasi presensi berbasis web menggunakan framework Laravel yang dilengkapi verifikasi lokasi GPS dengan geofencing, pengenalan wajah (face recognition), mekanisme presensi dinas luar, serta pengelolaan izin/sakit/cuti secara daring. Metode pengembangan yang digunakan adalah model Waterfall yang terdiri dari tahap analisis kebutuhan, perancangan sistem, implementasi, pengujian sistem, dan pemeliharaan. Sistem dikembangkan menggunakan Laravel sebagai backend dan frontend web, Kotlin dengan WebView untuk aplikasi Android, MySQL sebagai basis data, serta Laragon sebagai lingkungan pengembangan lokal. Pengujian performa menggunakan GTmetrix menghasilkan Grade B dengan Performance 82%, Structure 92%, LCP 1,8 detik, TBT 7 ms, dan CLS 0, yang menunjukkan sistem memenuhi standar kinerja yang baik. Pengujian fungsionalitas menggunakan black box testing terhadap 20 kasus uji—7 kasus pada sisi aplikasi mobile pengguna dan 13 kasus pada dashboard administrator berbasis web—menunjukkan seluruh fungsi berjalan sesuai dengan yang diharapkan. Sistem yang dikembangkan berhasil menggantikan proses manual dengan solusi digital yang akurat, transparan, dan efisien dalam pengelolaan presensi guru dan pegawai SMK Negeri 3 Pariaman.Kata Kunci: Sistem Informasi Presensi, Laravel, Face Recognition, Geofencing, Waterfall
RANCANG BANGUN APLIKASI KUIS GAMIFIKASI UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KOMPUTASIONAL SISWA SMK MUHAMMADIYAH 1 PADANG Luqyana, Sifa; Delianti, Vera Irma; Mubai, Akrimullah; Tasrif, Elfi
Jurnal Publikasi Manajemen Informatika Vol. 5 No. 3 (2026): JURNAL PUBLIKASI MANAJEMEN INFORMATIKA
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupumi.v5i3.8038

Abstract

Computational Thinking competence among vocational high school students remains suboptimal, as reflected in the low mastery levels found among Grade X students at SMK Muhammadiyah 1 Padang, where conventional learning media and uniform, non-adaptive evaluation methods failed to provide personalized feedback. This study aimed to design and develop a web-based gamified quiz application featuring tiered questions based on Bloom's Taxonomy, gamification elements (points, badges, leaderboard), rule-based material recommendations, and quiz security features to support Computational Thinking learning. The Waterfall development model was employed, covering requirement analysis, system design, implementation, testing, and maintenance, with the system built using Laravel and MySQL. System feasibility was evaluated through media validation, Black Box Testing, GTmetrix performance testing, and User Acceptance Testing. Results showed a media validity percentage of 93.66% (Very Valid), all 29 Black Box Testing scenarios successful, an A performance grade on GTmetrix, and a practicality percentage of 89.13% (Very Practical). These findings indicate that the application is feasible and practical for use as a web-based learning evaluation medium, offering both pedagogical benefits for teachers in identifying student learning gaps and practical implications for improving Computational Thinking evaluation in vocational schools.