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Journal : PeTeKa

FAKTOR YANG MEMPENGARUHI MINAT BELAJAR PESERTA DIDIK DALAM MEMPELAJARI PERANGKAT KONFIGURASI JARINGAN PADA MATA PELAJARAN ADMINISTRASI INFRASTRUKTUR JARINGAN DI SMK TAMANSISWA PADANG Laila Ramadhani; Adlia Alfiriani; Thomson Mary
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 6, No 2 (2023): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v6i2.305-318

Abstract

Penelitian ini dilatarbelakangi oleh adanya mahasiswa yang menganggap konfigurasi jaringan tidak penting karena hanya digunakan untuk menguji keterampilan, banyak mahasiswa yang tidak memperhatikan saat belajar mengkonfigurasi perangkat jaringan, beberapa mahasiswa tidak mahir dalam konfigurasi jaringan. perangkat. Ada batasan siswa saat menggunakan perangkat konfigurasi jaringan. , siswa mengalami kesulitan dalam memahami mata pelajaran dan terdapat siswa yang masuk KKM. Jenis penelitian kuantitatif ini menggunakan metode deskriptif kuantitatif.Populasi penelitian ini adalah 42 orang..contoh teknissampel sintetik.Jumlah sampel yang dikumpulkan adalah 42 individu. Pengumpulan data dilakukan dengan menggunakan metode survei.Teknik analisis data menggunakan Microsoft Excel dan program Social Science Statistics (SPSS) versi 20.00 dan statistik deskriptif dengan menu frekuensi dan persentase serta korelasi. Hasil penelitian menunjukkan minat mahasiswa terhadap perangkat konfigurasi jaringan dan mata kuliah manajemen infrastruktur jaringan cukup tinggi.Analisis korelasiFaktor-faktor yang mempengaruhi minat siswa terhadap perangkat konfigurasi jaringan pada mata kuliah Manajemen Infrastruktur Jaringan di SMK Tamensiswa Padang menunjukkan adanya hubungan yang signifikan antara variabel X yaitu unsur minat belajar intrinsik. Pada variabel Y yang ditandai dengan hasil follow up sebesar 0,00 terdapat hubungan yang signifikan dengan nilai korelasi Pearson sebesar 0,907 yang berarti derajat hubungannya erat.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF PADA MATA PELAJARAN TEKNOLOGI WIDE AREA NETWORK (WAN) KELAS XI TJKT Asril Saputra; Faiza Rini; Thomson Mary
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 6, No 4 (2023): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v6i4.877-888

Abstract

This research aims to develop interactive learning media that is valid and easy to use. Even though students have received education with the latest learning methods, they still experience difficulties in understanding learning concepts conveyed through conventional media. This research uses the Research and Development (R&D) method by applying the ADDIE development model. The result of this research is the development of interactive learning media which has a very high level of validity, namely 92.70% in terms of media and 96.15% in terms of material. When tested in practice, this media was considered very practical based on teacher responses which reached 92.5% in the very practical category, and student responses which reached 90.62% in the very practical category.
PERANCANGAN SISTEM MONITORING JARINGAN MENGGUNAKAN BOT TELEGRAM SEBAGAI MEDIA NOTIFIKASI PADA SMK NEGERI 3 PARIAMAN Boni Agusman; Thomson Mary; Mourend Devegi
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 6, No 4 (2023): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v6i4.812-817

Abstract

SMK Negeri 3 Pariaman memanfaatkan teknologi internet sebagai pendukung utama dalam pelaksanaan proses pembelajaran. Terkadang, ketika administrator jaringan tidak berada di lokasi, memantau jaringan menjadi sulit dilakukan. Sebagai akibatnya, jika terjadi kendala pada jaringan seperti server mengalami gangguan, permasalahan login router, atau penggunaan bandwidth yang tidak terkelola dengan baik, memerlukan waktu yang cukup lama untuk mendeteksinya. Untuk memastikan kelancaran kegiatan yang dilakukan melalui jaringan internet, diperlukan penggunaan mekanisme pemantauan jaringan yang bertujuan untuk mengendalikan kinerja jaringan agar tetap optimal. Sistem pemantauan ini memungkinkan untuk mengintegrasikan kemampuan notifikasi langsung kepada administrator jaringan ketika ada gangguan pada perangkat melalui penggunaan fitur BOT pada platform Telegram. Melalui integrasi ini, server dapat berkomunikasi dengan administrator jaringan melalui aplikasi Telegram yang terpasang di smartphone administrator. Hasil dari penelitian ini adalah Pemantauan Jaringan akan secara teratur memeriksa kondisi jaringan, seperti status server, koneksi, dan penggunaan bandwidth. Ini akan memungkinkan deteksi dini terhadap masalah atau perubahan yang mungkin terjadi pada jaringan.
PENGEMBANGAN GAME EDUKASI PADA MATERI TEKNOLOGI INFORMASI DAN KOMUNIKASI KELAS X DI SMK NEGERI 5 PADANG Sindi Mardia Wahyuni; Thomson Mary; Ade Pratama
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 7, No 2 (2024): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Publish
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v7i2.288-292

Abstract

This research uses Research and Development (R & D) research with the ADDIE development model which consists of 5 stages, namely, Analysis (Analysis), Design (Design), Development (Development), Implementation (Implementation) and Evaluation (Evaluation). The ADDIE model concept is applied to develop a learning product design. The media validation results obtained an average score of 82.22% in the "Very Valid" category. The material validation results obtained an average score of 84.94% in the "Very Valid" category. Practicality results by teachers obtained an average score of 85.41% in the "Very Practical" category, for practicality results students obtained an average score of 80.17% in the "Very Practical" category. Based on the research results, the development of educational games based on information and communication technology material developed at SMK Negeri 5 Padang was declared valid and practical.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF PADA ELEMEN PELAJARAN TEKNOLOGI JARINGAN KABEL DAN NIRKABEL DI SMK N 3 PARIAMAN Khairanti Rahmawati; Thomson Mary; Haris Kurniawan
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 6, No 4 (2023): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v6i4.1027-1034

Abstract

The objective of this study is to develop interactive learning madia for SMK Negeri 3 Pariaman utilizing Lectora Inspire, with the aim of enhancing effectiveness and usefulness. The present study employs the research and development (R&D) approach, which follows the ADDIE development model consisting of analysis, design, development, implementation, and evaluation stages. The learning tool incorporates a validation questionnaire sheet and a practicality sheet. The process of data collecting involves the administration of a validation questionnaire sheet to the validator, as well as the distribution of a practicality questionnaire page to both the teacher and students. The results of material validation conducted by experts in the field yielded an average score of 0.83, placing it inside the valid category. In comparison, the media validation conducted by professionals in the media field yielded an average score of 0.87. The practicality scores of teachers and students were analyzed, revealing an average score of 84% for teachers and 90% for students in the practicality area.
PERANCANGAN SISTEM INFORMASI PEMBAYARAN KEUANGAN BERBASIS WEB DI SMK NEGERI 4 PADANG Nisa, Ardina Khairun; Mary, Thomson; Kurniawan, Haris
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 2 (2025): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v8i2.619-629

Abstract

The financial payment information system at SMKN 4 Padang still uses manual methods, which causes various obstacles such as recording errors, reporting delays, and a lack of transparency in the transaction process. To overcome this problem, a digital-based financial payment information system was designed using the Software Development Life Cycle (SDLC) Waterfall model method. This model was chosen because it provides a systematic and structured approach to software development, starting from the requirements analysis stage, system design, implementation, testing, to maintenance. The aim of this research is to design and build a computerized, web-based financial payment information system to increase efficiency and accuracy in school financial management. The result of this research is an information system that is able to manage student payments more accurately and efficiently. This system provides features for automatically recording transactions, creating real-time financial reports, as well as better accessibility for school administration and students.
PENGEMBANGAN MEDIA PEMBELAJARAN SISWA BERBASIS GAME ANDROID PADA MATERI SISTEM KOMPUTER DI SMK MUHAMMADIYAH 1 PADANG Dhika, Zulyasep Azdkiya; Mary, Thomson; Kurniawan, Haris
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 2 (2025): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v8i2.630-638

Abstract

Based on the results of observations conducted by researchers, especially at SMK Muhammadiyah 1 Padang, it is known that the teaching methods used in science subjects at SMK Muhammadiyah 1 Padang still use lecture and discussion methods with teaching aids and conventional methods that have not been oriented towards the implementation of educational activities. The purpose of this study was to develop an educational Android game for 10th grade computer science students at SMK Muhammadiyah 1 Padang. To determine the level of validity of educational android games in the field of computer science at SMK Muhammadiyah 1 Padang. This type of research is research and development (RD). The results of educational games for learning through media training achieved an average media validation value of 84.58 which can be classified as "Very valid". The material validation test obtained an average score of 84.58 in the "Very Practical" category. The practical test of the developed educational game received a teacher assessment of 86.11 with the "Very Practical" category. Student practicality obtained an average score of 90.68 in the "Very Practical" category.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS MOBILE PADA MATA PELAJARAN INFORMATIKA KELAS X TKJ DI SMK NEGERI 5 PADANG Oktarina, Nisa; Rini, Faiza; Mary, Thomson
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 3 (2025): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v8i3.992-1000

Abstract

This study aims to develop a valid and practical mobile-based interactive learning media. The research method used is Research and Development (RD) by implementing the ADDIE development model, which consists of Analysis, Design, Development, Implementation, and Evaluation stages. The problem found in Informatics subject for class X TKJ at SMK Negeri 5 Padang indicates that practice-based learning has not been optimal, resulting in low student comprehension. Additionally, the use of information and communication technology in the learning process remains limited, and smartphones have not been fully utilized for learning purposes. The research results show that the validity level of the learning media assessed by media experts reached 91.05% with the category "Highly Valid" and is deemed feasible for use. Validation by subject matter experts obtained an average score of 89.44% with the "Highly Valid" category. Meanwhile, the practicality test by subject teachers obtained a percentage of 91.11% in the "Highly Practical" category. The practicality test by students resulted in a percentage of 86.99% in the "Highly Practical" category. Thus, this mobile-based interactive learning media can be used as an effective tool to enhance students' understanding in Informatics subjects.
SISTEM PENDUKUNG KEPUTUSAN PEMILIHAN GURU TERBAIK DI SMK NEGERI 6 PADANG DENGAN METODE ANALYTICAL HIERARCHY PROCESS {AHP} Yarri, Reka; Mary, Thomson; Samudra, Ami Anggraini Samudra
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 2 (2025): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v8i2.804-815

Abstract

This research aims to develop a decision support system in selecting the best teachers at SMK Negeri 6 Padang using the Analytical Hierarchy Process (AHP) method. Teachers have an important role in the world of education, so that selecting the best teachers is a crucial aspect in improving the quality of learning. This system is designed to provide recommendations based on several predetermined assessment criteria. With the implementation of AHP, the system can provide objective weights and rankings for each candidate, so that the selection process becomes more transparent and accurate.   The research method used includes the System Development Life Cycle (SDLC) approach with an iterative model, which consists of planning stages, needs analysis, system design, implementation, testing and evaluation. System design is carried out using Unified Modeling Language (UML), while testing is carried out using black box and white box testing methods to ensure the system runs according to the specified specifications. The research results show that this system can help schools determine the best teachers more effectively and efficiently.   It is hoped that this system can be a solution for schools in making data-based decisions, reducing subjectivity in teacher assessments, and increasing the motivation and performance of teaching staff.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF PADA MATA PELAJARAN TEKNOLOGI WIDE AREA NETWORK (WAN) KELAS XI TJKT Saputra, Asril; Rini, Faiza; Mary, Thomson
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 6, No 4 (2023): PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran)
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v6i4.877-888

Abstract

This research aims to develop interactive learning media that is valid and easy to use. Even though students have received education with the latest learning methods, they still experience difficulties in understanding learning concepts conveyed through conventional media. This research uses the Research and Development (RD) method by applying the ADDIE development model. The result of this research is the development of interactive learning media which has a very high level of validity, namely 92.70% in terms of media and 96.15% in terms of material. When tested in practice, this media was considered very practical based on teacher responses which reached 92.5% in the very practical category, and student responses which reached 90.62% in the very practical category.
Co-Authors Ade Pratama Ade Pratama Ade Pratama Ade Pratama Adlia Alfiriani Afriyandi, M. Nuri Agusman, Boni Aisah Sunari Sansi Ang Ling Weay Anggi Nofita Anggraini Samudra, Ami Anggri Yulio Pernanda Anjelina, Fira Annisa Syafira Ansirwan Ansirwan Apriani Putri, Bela ardhi, muhammad Arsyad, Muhammad Zulfikri Asmarita Dela Dwi Prawesti Asril Saputra Bernediv Nurdin Boni Agusman Darman, Regina Ade Dhika, Zulyasep Azdkiya Diah Agustrian Dian Safitri Dina Rudiva Agusta Ellbert Hutabri, Ellbert Erna M.Si Juita S.Pd Faiza Rini fatimah Fatimah Febria Azilda Feni Susilawati Fifi Yasmi Giawa, Erwin Sofyan Putri Haris Kurniawan Haris Kurniawan Haris Kurniawan, Haris Heri Mulyono Heri Mulyono Heri Mulyono Herisvan Hendra Ibnu Ismail Indah Dwi Suryani Irsyadunas Irsyadunas Irsyadunas Irsyadunas Irsyadunas, Irsyadunas Ismail, Ibnu Juliandes Putra, Widi Khairanti Rahmawati Kiong, Tee Tze Laila Ramadhani Liani Pratiwi Lina, Roza Mahyuni, Neni Maizeli, Anika MARIA BINTANG Mayendri, Ollga Angelique Mourend Devegi Muhammad Rinaldi Nafra Kristia Fitri Nia Febriyani Nia Febriyani Nilda Rahayu nisa, ardina khairun Nurdin, Bernediv Nurmi Nurmi Oktarina, Nisa Prasetyo, Oky Pratama, Andika Befni Pratiwi, Liani Prawesti, Asmarita Dela Dwi PUSPITA, LYDIA Rahayu Trisetyowati Untari Rahmawati, Khairanti Resqi Febriani Rijal, Muhammad Saeppu, Julianus Salsabila, Novia Samudra, Ami Anggraini Samudra, Ami Anggraini Samudra Sansi, Aisah Sunari Saputra, Asril Satrio Junaidi Septa Della Septia Amrullah Sindi Mardia Wahyuni Syahrizal Syahrizal Tee Tze Kiong Wahyuni, Sindi Mardia Weay, Ang Ling Yarri, Reka Yetri Lina Wati Yusran Yusran