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DEVELOPMENT OF WEBSITE-BASED LEARNING MEDIA ON MEDIA ELEMENTS AND TELECOMMUNICATION NETWORKS AT SMK NEGERI 1 PAINAN Ferju Prihamdani; Thomson Mary; Rini Novita
Jurnal Riset Informatika Vol. 8 No. 2 (2026): Maret 2026
Publisher : Kresnamedia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34288/jri.v8i2.485

Abstract

This study aims to develop a website-based learning media for the Basic Computer and Telecommunication Network Engineering subject, particularly the Media and Telecommunication Networks topic for Grade X TJKT students at SMK Negeri 1 Painan. The research was motivated by limited practical facilities and the lack of interactive learning media, which resulted in low student learning outcomes. This study employed the SDLC iterative model consisting of requirements analysis, design, development, testing, and implementation. Data were collected through expert validation sheets and practicality questionnaires for teachers and students. The developed media integrates visual materials, instructional videos, and interactive quizzes to support independent learning. Validation results indicate that the media achieved a software quality evaluation score of 88.19%, while practicality scores reached 95.48% from teachers and 86.75% from students, categorized as highly practical. These findings demonstrate that the proposed web-based learning media is feasible and effective in supporting the teaching and learning process in vocational education, particularly in improving students’ understanding of abstract networking concepts
PENGEMBANGAN MULTIMEDIA INTERAKTIF PADA MATERI PEMBELAJARAN PEMROGRAMAN DASAR Prawesti, Asmarita Dela Dwi; Mary, Thomson; kurniawan, haris
Jurnal Pendidikan Vokasi dan Seni Vol 1 No 2 (2023): Jurnal Pendidikan Vokasi dan Seni, Maret 2023
Publisher : Program Studi Pendidikan Vokasi Seni Kuliner

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jpvs.v1i2.1120

Abstract

The implementation of information and computer technology (ICT) in learning media can have a positive impact on students' learning outcomes. ICT in learning media can provide stronger and higher quality learning experiences for students. ICT-based interactive multimedia in learning enables students to be more motivated to learn anytime and anywhere in an enjoyable way. The purpose of this research is (1) to produce valid interactive learning media on basic programming learning material; (2) to determine the response of educators and students to the interactive learning media produced. This type of research uses the Research and Development (R&D) method with the ADDIE development model, which has five stages: Analysis, Design, Development, Implementation, and Evaluation. The population in this study was the tenth-grade students of SMK Negeri 3 Padang. The data analysis technique used validity and practicality tests. Based on the data analysis, the average validation score for the media was 0.93, categorized as "valid," while the average validation score for the material was 0.87, categorized as "valid." Then, the analysis of the response from the students obtained a percentage of 84.95% categorized as "very practical," and the response from the subject teachers obtained a result of 94% categorized as "very practical."
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF TEKNIK LAYANAN JARINGAN MENGGUNAKAN SOFTWARE MULTIMEDIA ADOBE FLASH CS6 DI SMK NEGERI 6 PADANG Ismail, Ibnu; Mulyono, Heri; Mary, Thomson
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 3 No. 2 (2022): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pti.v3i2.959

Abstract

Media pembelajaran yang kurang interaktif disertai penyampaian materi yang kurang menarik dapat membuat siswa merasa jenuh saat mengikuti pembelajaran. oleh karena itu, media pembelajaran interaktif dapat menjadi alternatif yang tepat untuk mengatasi permasalahan tersebut. salah satunya menggunakan Software Multimedia Adobe Flash CS6. penelitian ini bertujuan untuk Menghasilkan media pembelajaran intraktif teknik jaringan komputer pada mata pelajaran teknik layanan jaringan menggunakan Software Multimedia Adobe Flash CS6 yang valid. Penelitian ini menggunakan model pengembangan ADDIE (Analysis-Desain-Develop-implementasi-Evaluate) yang memiliki lima tahapan pengembangan antara lain analisis, perancangan, pengembangan, implementasi, dan evaluasi.validasi dilakukan untuk mengetahui kelayakan terhadap multimedia yang dikembangkan.validasi diperoleh dengan menggunakan metode pengumpulan data berupa angket yang diberikan kepada ahli materi dan ahli media. Respon peserta didik dan pendidik diperoleh dengan metode pengumpulan data berupa angket. Hasil validasi ahli materi diperoleh rata-rata sebesar 91,67% dengan kategori ”Sangat Layak”. Uji validitas materi secara keseluruhan adalah 88,89% dengan kategori ”Sangat Layak”. Uji Praktikalitas media pembelajaran diuji oleh 1 orang guru dan 16 orang siswa. Praktikalitas untuk uji praktikalitas guru 87,11% dan praktikalitas oleh siswa 79,80% sehingga dapat diinterprestasikan Sangat Praktis untuk digunakan. Abstrak ditulis dalam Bahasa Indonesia dan bahasa Inggris. Gunakan 12 pt Times New Roman bold. Pada abstrak sekurang-kurangnya berisi tujuan, metode dan temuan. Dapat pula ditambahkan tentang batasan, implikasi praktis, implikasi sosial dan nilai originalitasnya. Panjang maksimal abstrak adalah 250 kata dan tidak melebihi halaman pertama ini. Kata Kunci: Media Interaktif, Software Multimedia Adobe Flash.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS 3D PADA MATERI SISTEM KOMPUTER DI KELAS X DKV DI SMKN 2 PADANG PANJANG Septa Della; Thomson Mary; Bernediv Nurdin
Informatika: Jurnal Teknik Informatika dan Multimedia Vol. 5 No. 2 (2025): Oktober : JURNAL TEKNIK INFORMATIKA DAN MULTIMEDIA
Publisher : LPPM Politeknik Pratama Kendal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/informatika.v5i2.1197

Abstract

This study aims to develop a three-dimensional (3D)-based learning media for the Computer System material for grade X DKV students at SMKN 2 Padang Panjang. The background of this research is the low interest and understanding of students in the subject, caused by the limited variety of teaching methods and the lack of interactive media use. In today’s digital era, integrating technology into learning is essential to improve the effectiveness of the teaching and learning process. The method used is Research and Development (R&D) with the ADDIE development model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The media was developed using Assemblr Edu and Canva applications, validated by two media experts and two subject matter experts, and tested for practicality by one teacher and 25 students. The validation results showed a validity score of 96.30% from media experts and 81.67% from material experts, both categorized as very valid. The practicality test obtained a score of 86.98% from the teacher and 85.63% from students, both classified as very practical. The developed media presents the learning content in a visual and interactive 3D format, enhancing student engagement and comprehension. In conclusion, the 3D learning media developed in this study is feasible and effective for use in classroom learning. It is expected to serve as an innovative solution in supporting technology-based learning, particularly in vocational education settings
Perancangan Sistem Informasi Akademik (SIAKAD) Berbasis Web Di SMK Negeri 1 Sijunjung Muhammad Zulfikri Arsyad; Thomson Mary; Satrio Junaidi
Jurnal Ilmiah Sistem Informasi dan Teknik Informatika (JISTI) Vol 8 No 1 (2025): Jurnal Ilmiah Sistem Informasi dan Teknik Informatika (JISTI)
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Lamappapoleonro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57093/jisti.v8i1.275

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Access to academic data is crucial in the digital era and should be more efficiently managed. However, many educational institutions continue to rely on traditional data management methods, such as maintaining physical ledgers or storing information in word or excel files, which hinder accessibility and efficiency. This study aims to design, develop, and evaluate an Academic Information System to enhance data accessibility and streamline academic record management. The system is developed using the Iterative System Development Life Cycle (SDLC), which comprises four key phases: requirement analysis, system design, coding, and testing. These phases are repeated iteratively until the system meets the required functional and usability standards. The Laravel framework was using to enhance structural integrity and security during the coding phase. Beta testing conducted by experts produced an average score of 98.67%, with the highest criteria ratings observed in functionality, efficiency, and maintainability, each scoring 100% and categorizing this criteria as highly satisfactory. Meanwhile, end-user testing yielded an average user satisfaction score of 87.78%, with usability receiving the highest rating at 90.63%, also classified as highly satisfactory. Based on the testing data, these study resulted in an academic information system that capable of improving data management and undergone a series of testing.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANIMASI PADA MATA PELAJARAN DESAIN KOMUNIKASI VISUAL DI SMK NEGERI 1 SITIUNG Livia Agustin; Thomson Mary; Faiza Rini
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 9, No 2 (2026): 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.v9i2.289-299

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The problems that exist in print graphic design subjects, especially in the material of applying typography according to the media, are not yet available,  learning media based on animation, so that students find it difficult to understand the material during the learning process. This study aims to develop valid and practical animation-based  learning media. This study uses the Research and Development method with the ADDIE development model. The subjects of this study were 15 students. Data collection techniques using a Likert scale questionnaire. The data analysis technique in the development of animation-based learning media is quantitative. The results of this study show that the average value of the media expert's validity test is 0.85% with the valid category and 0.92% for the media expert with the valid category. For the practicality test on the teacher's response it reached 93,56% in the very practical category and for student responses it reached 84,67% in the very practical category. Conclusions and results of field trials of animation-based  learning media have been tested for feasibility and can be used as learning media for printing graphic design.
The development of android-based computer and basic network learning media Aisah Sunari Sansi; Faiza Rini; Thomson Mary; Tee Tze Kiong
Journal of Computer-based Instructional Media Vol. 1 No. 2 (2023): Regular Issue
Publisher : Researcher and Lecturer Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58712/jcim.v1i2.19

Abstract

This study aims to produce valid and practical android-based learning media. Learning methods that are not yet optimal and there is no Android-based learning media can be used as a supporting medium for the learning process. This study used the Research and Development (R&D) method with the ADDIE development model. The subjects of this study were 20 students as a sample. Data collection techniques using a questionnaire with a Likert scale. The results of this study indicate that the average value of the media expert's validity test is 0.68 with the valid category and the material expert is 0.67 with the valid category. For the practicality test on the teacher's response it reached 83.33% in the very practical category and for student responses it reached 90.92 % in the very practical category . Based on the assessment along with input from media experts and material experts as well as the results of field trials of Android-based learning media, it is feasible to use.
Pengembangan Sistem Informasi Pendaftaran Siswa Baru Berbasis Web Di SMK Negeri 4 Sarolangun Muhammad Rinaldi; Thomson Mary; Haris Kurniawan
Jurnal Sistem Informasi Triguna Dharma (JURSI TGD) Vol. 4 No. 6 (2025): EDISI NOVEMBER 2025
Publisher : STMIK Triguna Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53513/jursi.v4i6.12247

Abstract

Penerimaan Peserta Didik Baru (PPDB) merupakan langkah awal yang krusial dalam proses seleksi siswa. Di SMK Negeri 4 Sarolangun, mekanisme pendaftaran masih dilakukan secara manual menggunakan formulir kertas sehingga sering menimbulkan keterbatasan informasi, potensi kesalahan pengisian data, serta kurang efisien dalam pengelolaan administrasi. Penelitian ini bertujuan membangun sistem informasi berbasis web untuk pendaftaran siswa baru dengan menerapkan metode System Development Life Cycle (SDLC) model Waterfall, yang meliputi tahapan analisis kebutuhan, perancangan, implementasi, pengujian, hingga pemeliharaan. Data penelitian diperoleh melalui observasi, wawancara, dan kajian pustaka. Sistem dirancang menggunakan framework Laravel dengan beberapa fitur utama seperti registrasi akun, unggah dokumen, verifikasi pembayaran, seleksi siswa, dan pengumuman hasil seleksi. Perancangan sistem dilakukan dengan memanfaatkan UML, sedangkan proses pengujian menggunakan pendekatan black-box dan uji beta. Berdasarkan hasil penelitian, sistem yang dibangun terbukti dapat mempercepat alur pendaftaran, memberikan informasi secara langsung, meningkatkan akurasi data, serta mendukung kemudahan administrasi bagi pihak sekolah. Oleh karena itu, sistem berbasis web ini dinilai layak menggantikan cara manual dan mampu meningkatkan mutu pelayanan sekolah.
Bimtek Pengenalan Teknologi Cloud Computing Berbasis Docker untuk Guru di SMK Negeri 1 Tanjung Raya Rahayu Trisetyowati Untari; Faiza Rini; Thomson Mary
Journal Of Indonesian Social Society (JISS) Vol. 4 No. 1 (2026): JISS - Februari
Publisher : PT. Padang Tekno Corp

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59435/jiss.v4i1.637

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kompetensi guru Sekolah Menengah Kejuruan (SMK) Negeri 1 Tanjung Raya dalam memahami dan mengimplementasikan teknologi Cloud Computing berbasis Docker. Permasalahan utama yang dihadapi mitra adalah keterbatasan pemahaman guru terhadap konsep cloud, rendahnya keterampilan praktis dalam penggunaan teknologi containerization, serta belum tersedianya modul pembelajaran yang aplikatif. Metode pelaksanaan kegiatan dilakukan melalui bimbingan teknis (bimtek) yang meliputi penyampaian materi, demonstrasi, dan praktik langsung penggunaan Docker Desktop dan Docker CLI. Materi pelatihan mencakup pengenalan konsep Cloud Computing, prinsip containerization, instalasi Docker, serta pembuatan container aplikasi web sederhana. Evaluasi dilakukan melalui observasi dan penilaian ketercapaian kompetensi peserta. Hasil kegiatan menunjukkan bahwa lebih dari 80% peserta mampu memahami konsep dasar Cloud Computing dan menjalankan container aplikasi sederhana menggunakan Docker. Selain itu, kegiatan ini menghasilkan modul pembelajaran berbasis Docker yang dapat digunakan sebagai panduan pengajaran di sekolah. Dengan demikian, kegiatan bimtek ini memberikan dampak positif dalam meningkatkan kapasitas guru SMK dalam menghadapi kebutuhan pembelajaran berbasis teknologi dan tuntutan dunia industri.
Analysis of student responses toward activities using e-learning in higher education Faiza Rini; Liani Pratiwi; Thomson Mary; Ang Ling Weay
Journal of Engineering Researcher and Lecturer Vol. 2 No. 1 (2023): Regular Issue
Publisher : Researcher and Lecturer Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58712/jerel.v2i1.143

Abstract

The aim of this study is to investigate how students respond to learning activities using e-learning. Researchers analyzed students' responses based on four aspects of activity, including attendance discipline, assignment collection accuracy, enthusiastic use of e-learning teaching materials, and participation in group discussions. The research method used in this study is a quantitative descriptive method and usability testing method. The data analysis technique used is descriptive percentage. The sample for this study consisted of 100 students from the informatics education study program, including the batches of 2019, 2020, and 2021. The results showed that the average response rate of students towards e-learning activities was 67.19% for the year 2019, 81.32% for the year 2020, and 78.59% for the year 2021. Based on the findings, it can be concluded that students from all three batches responded positively to the e-learning activities.
Co-Authors Ade Pratama Ade Pratama Ade Pratama Ade Pratama Adlia Alfiriani Afif Muhammad 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 Asmarita Dela Dwi Prawesti Asril Saputra Bernediv Nurdin Boni Agusman Dani Can Putri Darman, Regina Ade Diah Agustrian Dian Safitri Dina Rudiva Agusta Ellbert Hutabri, Ellbert Erna M.Si Juita S.Pd Faiza Rini Faiza Rini fatimah Fatimah Febria Azilda Feni Susilawati Ferju Prihamdani Fifi Yasmi Giawa, Erwin Sofyan Putri Harianto, Dimas 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 Laila Ramadhani Liani Pratiwi Lina, Roza Livia Agustin Mahyuni, Neni Maizeli, Anika MARIA BINTANG Mayendri, Ollga Angelique Mourend Devegi Muhammad Rinaldi Muhammad Zulfikri Arsyad Nafra Kristia Fitri Nia Febriyani Nia Febriyani Nilda Rahayu Nurdin, Bernediv Nurmi Nurmi Oktarina, Nisa Prasetyo, Oky Pratama, Andika Befni Pratiwi, Liani Prawesti, Asmarita Dela Dwi PUSPITA, LYDIA Rahayu Trisetyowati Untari Rahayu Trisetyowati Untari Rahmawati, Khairanti Resqi Febriani Rijal, Muhammad Rini Novita Saeppu, Julianus Salsabila, Novia Samudra, Ami Anggraini Saputra, Asril Satrio Junaidi Septa Della Septia Amrullah Sindi Mardia Wahyuni Sofia Edriati Tee Tze Kiong Umi Kurnia Sari Wahyuni, Sindi Mardia Weay, Ang Ling Yetri Lina Wati Yusran Yusran